> Repost on /3/ I'll meet you there. I am familiar with the map format of unreal tournament 1999 and 2004, I used to make maps and moved on to udk (unreal engine 3) and then UE4 and UE5
We posted stuff we found about it here:
Plus our engine's sourcecode, and other things.
We were able, last year, to hack into the game engine support for Wolfenstine:EnemyTerritory bsp maps: that took a solid month of work.
Making obj exports from minetest/minecraft work as actual maps, and then the same for bzflag took about 2 weeks, maybe a month, but wasn't anywere near as intense this summer.
But with that: it gets us 75 percent of the golden age of mapping.
Engine allready had: Quake1, Quake3, halflife1 support
We added: Wolfenstine:EnemyTerritory BSP, QuakeArenaLive BSP, Minetest/Minecraft OBJ maps, BZFlag obj-exported maps.
So that leaves: unreal 97 and ut 99 / unrealed (ie .unr and .t3d).
Wolfenstine:enemy territory got us the 2nd revanch of user mapping (600 maps), obj_from_mc got us all of sketchfab (as you can export from blender and it makes nice maps (obj renamed to obj_from_mc is how our engine looks for them map.scale10.obj_from_mc for example)
This would, if the dream came true: get us our childhood. We mapped from about 10 to 12 or so maybe for Unreal. Some maps I lost :(