"Doom mapping is often called simple because it's just like drawing a map on a piece of paper. Quake mapping, on the other hand, is a lot like building with Lego."
Thread on an interesting new (still in development) way of building Doom maps: https://www.doomworld.com/forum/topic/103999-announcing-bsp2doom-build-doom-levels-with-a-quake-editor
This tension between models is partly why some of my ideas for a truly powerful engine-agnostic level editor are still not as concrete as I'd like: ideally you want to be able to flip effortlessly between paper map and lego, making the ortho views truly useful for creating *and* revising, but keeping the perspective views powerful enough you can spend most of your time there during eg a detailing stage. Very possible, but AFAIK nobody has grappled with these questions in a broadly useful way.
@jplebreton On this topic, a few people in the Doom community have bandied about ideas for a layer-based editor. Rough idea is something like you stucture areas separately then can combine them together. Such a thing could then be extended to work in proper 3D.
At the time it was last mentioned I was talking about how Jazz's NASTY could probably be leveraged for the 3D mode of a Unity-based editor. Additionally, me being me, I mentioned linked portal support in 3D mode as a possibility being super cool.
@Altazimuth Cool, that all sounds worthwhile. I've thought a lot about how the concept of layers could relate to sector based editing and rendering, including Dark Forces style floors-upon-floors but also as an organizational aid.
I have no interest in a Unity-based editor but lots of people use it so clearly it would have some value.