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Maps have to be built in a very specific way, so you'd have to work to very exacting parameters in Blender for it to even be possible*, and you would gain no benefit from doing so (other perhaps, than not having to learn Hammer).
* While Blender supports all the possible contours and shapes Source's maps do, Source's mapping format does not support all the possible shapes Blender could export.
If you want to make a map for SFM with little to no real "fuss" then Hammer is the only way to go...
Either way, I'll take your word on it. Had a couple of ideas that I thought might have been easier to partially do via SFM, but whatever.
EDIT: I'm actually surprised that Hammer is still the standard. Isn't it some really old, outdated and no longer developed software?
That's not saying much, but it is THE level design tool for Source Engine-based games...
It is pretty old, but it gets the job done. If you want to use a deeper editor (it has a few more tools and it also offers support for goldsource mapping, if you wanted to do that for some reason) you could use Sledge but I prefer to use Hammer.
Building a map in Blender can have its bendfit and its set backs. Models are HUGE and have to be broken into multiple "sets" and pieced back in to SFM after they are ported. SFM Maps that will be used may not be big enough to handle the set... You have to set up your own lighting and with a 8 light shadow restriction in SFM, real lighting isn't really possible.
Hammer on the other hand is a beast onto itself and the learning curve is HUGE.
I decided to give the trial a go and attempt an uncompiled vmf, but that just brings me back to one of the original problems, which is that loading a map in SFM requires a BSP file, not a VMF file. Though attempting to compile the VMF file results in a crash of the compiler used by the plug in, so I'm not sure what to do there.