If you are going make a game that is retro, sandbox, creative; or something realistic with lots of time on your hands as a hobby then ignore this post; in view Van B's post, building and improving the editor is improving the game. But, if you are going for a realistic or detailed game as a serious venture then 'hold it, hold on for a moment here!!'
Now I really, really hope people don't think I am saying not to create a level editor here... I am not disagreeing with any comments, just adding some real case scenarios and promoting third party tools a little bit more for what they are worth.
My game is half level editor; I have my own level editor which has some features not even in Blender; I've been using 3d level editors since the days of Counter Strike and Half Life. Level editing is a significant part of my game's gameplay so it is natural for me to build one. I spend 2-4 hours a day level editing, and have been doing this non-stop in my current project since September 2012. Like I said in the first post, I do a combination;
75% of the work is STILL done in Blender and 3DWS.
Most people can't navigate Blender well enough to use it as a placement editor, the documentation is like a bible, it is deep; but you can navigate in blender better than all the other editors when you look more deeply into the control panel; you can go from one part of an earth to another part of the earth right up next to a light bulb in a room with all but two mouse wheel scrolls if you learn your stuff and tweak your settings. Blender has a light mapper... it has scripting, create tools in there... It can generate cities... It can generate Ivy plants along walls and floors. It can export XML, create database references in there... It can generate terrains in numerous ways, all with caves. You can create terrains in Blender using heightmaps, and have BT Terrain simply use the same heightmap. Objects have custom properties, did you know that? Edit the directX exporter and output your own settings; you can animate your settings.... I can go on and on. 3DWS can bake realistic textures, and I mean really really realistic.
My message is what I said in the first post:
Quote: "It's all in the planning"
Plan it, which involves learning the tools. According to my plan, which is in two word documents covering game-play, production and delivery; I personally need to be using third party tools where possible because my level editor has to focus on complex functions; EG: real time maze generation, real time object editing, real time stuff; everything else is sitting there in these third party editors, it's just a matter of learning them and not reinventing the wheel; your plan might turn out different, it might say that the tools are not available, that's where your editor comes in.
Don't go over board here too early and start creating features before planning,
you will not save time building the game if you create level editing features you don't need.
Plan it otherwise you will use up the limited time creating a nice level editor that you will not use.
Think about the game you are creating and how realistic it needs to look, and how much time you have, decide what features to build and what not in a plan. Do I need to program this tool, 'can Blender generate these caves for me? Should I use 3DWS create static cubemaps for me?' It doesn't need to be an architectural data analytic rule book,
just a few pages will do; jot down what player will do in the game and how it is possible to create the expedient as easily as possible; writing it down means you will not forget.
As stated it is easy to create placement tools, but do you really want to create a tool that can create
detailed scenery? Skyscrapers? Homes? Tunnels? Caves? Cables? Pylons? Furniture?
Do you really want to get into using DarkLights to create your own light-mapping? Will dark lights give you the results you are after? Are you going to use Dark Lights with shaders? What method will you use to get Dark Light UV coordinates to work with shader UV coordinates. Find out.
Put it in the plan.
Some people go further with making their own terrain editor; if its open world, then maybe yeah. Just back up decisions with clear evidence that you truly need features.