Nope, not ZE but DE! As some people have requested me to feedback on the CEVO contest map, I'm proud to present de_cathedral: http://csgo.gamebanana.com/maps/181217 So de_cathedral is a map set in Italy at the center of a big gothic cathedral. It is unqiue as opposed to all previous projects in that it is entirely created within 3DS Max with the aid of the Wall Worm Model Tools, a free 3DS Max plugin designed and built by Shawn Olson. Many mappers told me straightforwardly to ditch 3DS Max and use Hammer instead as it is a 'piece of junk' and it 'would never work' or simply say that it looks horrible. This gave me shivers down my spine as this is completely wrong. 3DS Max and WWMT combined, there is not a single thing I can think off that it can't do faster than Hammer. Not only faster, but better and with many, many extra options that simply do not exist in Hammer. They don't and never will be unless Source 2 would ever come out. So yea I would say quite the opposite: Ditch Hammer and learn 3DS Max. You do not simply learn level design in a new environment, but you will also learn modelling, texturing, all straight into 3DS Max. So that means no need to go to an external image editting program unless you really can't achieve a specific something in 3DS Max (which seems virtually impossible). A few of the many things it can do: It allows the creation of models, brushes, displacements and everything you can think of all in the same place. You have one environment in which everything is in your reach in seconds.3DS Max has a slate texture editor which allows for complex combination of texture with very easy oversight on everything and how textures are connected.WWMT has a slate editor for outputs so you could make ZE mapping in 3DS Max even easier than in Hammer.WWMT will offset your 3D Skybox elements for you. You don't have to do anything anymore. Just build your entire level on scale, and select the items for 3D Skybox instead. Export and it'll do everything on it's own.Can import all possible forms of models provided they are decompiled and will import the texture automatically on the fly.You can import all materials so you can use them in the level. Create a few libraries (which is very easy) and you can use about every texture available for the game you're mapping for.Lights work differently in that they have a multiplier options. Whatever that number is, it will be multiplied by the settings you can put before exporting. So if some lights have 1.5 and the multiplier before exporting is 200, then you'll have a 300 light intensity. What this allows is that at any time during the development, you can change the brightness of ALL lights at once without having to change them manually or giving them all the same/changing the value. In a heartbeat. You can't do that in Hammer. You simply can't. You would have to select all lights and then the only thing you can do is give them all the same value...Displacements are incredible in WWMT. You can select any vertice seperatly and change its height or position to anywhere you want. This allows for never-seen results in possibilities of placing displacements along other brushes or models.So much more and too much to sum up hereThis is just a list of some of the most prominent things I discovered. There are so many more things I couldn't even yet use in the map. Now after potentially testing the map you may wonder yourself how some of these things are good, because the map is not good and more or less empty gameplay wise? Well, the only thing I can say about that is that I have to learn yet myself, there are still some things I need (and want) to discover and test. But time hurts sometimes, for instance exams. In fact I have focussed so much on the cathedral only that I had to do the outside environments in a single day (today). Now that I look back at it: I could never have done the outside environments so fast in Hammer. If Hammer was still my tool today, I would have called it quits for the contest and just release it a few months later... Talking about months here whereas here it's like a day. There's just so much that's so good about this plugin. ALSO for ZE mapping, but it takes a lot of courage and interest, and most of all insight in what the possibilities are with this. Just an example for ZE: You have designed your boss battle arena -> Now you can animate a monster (doesn't matter if it's self-made or imported) exactly to the needs of the environment. So if there are some pillars, I could animate precisely that he could destroy the pillars with all of the epic details and looking as if he really was in the environment. I wouldn't even need to parent him anymore to a func_tracktrain. It would be a vastly different approach on boss battles. And if you still like the predator style that's no problem either with the slate output editor. There's yet so much more to say, but that's coming in a documentary I'm working on to bring this plugin in a better shade of light. In the mean time, let me hear about your toughts on WWMT, and eventually on the map but allow me to say I perfectly know it's a competitive and gameplay-wise nightmare FOR THE MOMENT. So yea the workshop version will be complete with a working .nav, cubemaps, custom soundscapes, more details, well-designed gameplay, faster rotation times, even better 3D Skybox, other shaders and more fancy stuff that improves the map considerably. If you read through all of this and I really hope you did (which is why no tl;dr this time) then really thanks for your interest because that's why I share this!