well i'm not saying not to use BSP ... i'm just saying don't expect miricles from it.
For Half-Life or Quake3 akin games where the action is compressed it is great, not so good for really much else.
I mean it is possible to get around the limitations, but you have to actually know what your doing to do so - but which time you'll probably understand howto make your own format.
If you combine the limitations with the limitations of the geometry building - i mean remember ALOT of people here haven't even thought about building worlds in BSP before and those who have, have been working towards a single development platform.
When you're creating something new suchas say a Tomb Raider Clone (which would be more than possible) people just won't be comfortable enough with the creation programs and it will be a long an arduous task.
Also until GuyS releases his Entity Commands you had to know howto access these yourself and more to the point translate the code that accompanied them.
That in itself isn't a simple task.
Hand Placing entities suchas wall gripp walls certainly isn't simple, not setting up the collision to use it as the base.
I'd rather people actually got along with developing thier own formats for thier own use, rather than be disillusioned that BSP is the greatest thing since sliced bread.
It's useful, but only if you understand its usefulness!
Anata aru kowagaru no watashi! 