A buddy of mine who works with radiant, and he knows his way around it pretty well.
The more I work with unrealed, the more I can do in it, true, but the more akward I find it to use.
From the screenshots, sandbox seems to have a very good editor (from workflow point of view) a little higher learning curve, but way more tools are within your grasp without constantly cluttering the view like unrealed does.
I unfortunately know only unrealed to a fair extent, but when I see how other editors do certain tasks, I get envious. Not because the grass is greener on the other side, but because the workflow is better. Ever tried saving or opening packages? it keeps saving, opening half the package. The concept of a package can contain everything is quite nice, but when you want to open textures from say an ukx or .u file, you need to open it seperatly.
Managing your files within unrealed is a disaster. When I want to open a file, I expect it to open it, when I want to save a package/file, I expect it to simply bloody save it, without keeping X package0 files which apparently need to be backuped when they don’t when I want to edit a package, I don’t want to delete half the content and reimport it. when I work in unrealed, I want to work with it and not fiddle around with dozens of workarounds. In radiant, you can simply zip it. True, you can save and group textures in unrealed, but half of the time if you work with both static meshes and textures and save them simoultaniously, they corrup one or the other.
Haven’t tried it with the 2 latest patches though, but this particular problem has been around for so long and it is not fixed. This is not reliable, you end up exporting and importing endlessly this way. Rearranging meshes or textures isn’t exactly easy or bug free either. remove the old ones, reimport them etc, instead of simply dragging them into a new or another group. Another little thing that bugs me and is still not implemented: import ase as collision. Just something that may seem unimportant. But damnit, I’d like to use it, the button is there, but it doesn’t work yet.
This fella that uses codradiant also used worldcraft, and he prefered it above codradiant. He’s more into this than I am, and although I can do more with the unrealeditor now, he has epirience with it as well.
So I’ll probably shift to hammer sometime.
One other editor I’ve found out still exists is QUARK. It seems better than unrealedit, and with it you can create levels for a series of games. From Quake to Half Life2.
And since I’m getting to know jamlander, this entire unrealprocess might become a lot more straightforward.