On Twitter once I did a big thread where I went through Half-Life Alyx's SDK - so this is Source 2 - and had a big ol' yarn about 'em. That thread's turned into a useful resource, so here it is in Cohost Post Form.

if you did level design before the early 2010s it's weirdly hard to talk about the state of level design tools today. i feel like at some point much of what i valued in tools just went away, and it was like having my hands blown off in an accident or something. sketching spaces in UE4/UE5 for day job is just not fun, it's so slow and cumbersome and painful to iterate on. i'm sure it was a major contributing reason i started focusing more on older engine personal projects, eg Doom, Quake, etc.
anyways yeah, the torch for better level design tools is still being carried if you know where to look, it's just not reflected in the mainstream tools that everyone new is pushed to learn. and i hate that. i know a better world is possible there, i just don't have the energy to put my weight behind it right now.
it's so bad! it's the fucking worst!! to say "ProBuilder, for instance, is barely better than nothing for level design" is pretty much the perfect way to put it and it's so bad that it's to the point where nobody on the unity forums, even unity staff recommend it for anything more than greyboxing a level out! frankly, I wouldn't even recommend it for that. probuilder is a feature that goes on the back of a box, like most things in unity, but actually sucks shit from an ass to use
aside from being just a glitchy piece of shit, actually using probuilder is a nightmare. the entire workflow is an utter disaster to the point where I sat down and went "okay, you know what? enough is enough" and started making level design tools for use in fucking blender. how absolutely dire does a situation have to be for somebody to go "I would simply rather make a level in blender than try and do it in the actual engine I'm using." I have had to make multiple custom asset postprocessors just so I can not use unity's tooling
hell, I'm even hooking into a script that lets me convert meshes to unity terrains so I don't have to use the terrain tools in unity either because the less said about them the better
actually doing level design in unity is a greater stumbling block to game dev in that engine than any of its numerous technical issues imhop


