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A popular alternative was QuArK but I've not touch that in years so out of touch. Trenchbroom is pretty good for speed developing levels and very good at certain things like terrain but I prefer the workflow of QERadiant personally.
I compile the level externally using a batch file using
Arghrad Version 3
gddqvis3 version 103
kmqbsp version 113d
VIS http://home.insightbb.com/~gryndehl/q2compile/quake2.html
BSP http://www.markshan.com/knightmare/
RAD https://www.bspquakeeditor.com/downloads.php
I think that gives the broadest combination of features and compatibility of any of the modified compiler tools out there. I can provide command line examples if requested for how to use them.
I'd say it's about as tricky as FINDING some of those old texture sets. X3
EDIT: Speaking of which it had been so long since II reinstalled Quake2, I forgot my old WorldCraft installer is one of those pesky 16 bit ones. I'm not asking for the full registered one, The demo would do but does anyone have a directory mirror of that unzipped somewhere?
(Always wanted to get back to working on some of my old maps a bit: https://www.youtube.com/watch?v=BSfdF3cLkQo )
Seems to me more people make levels for Quake then Quake II. I quite like idea of doing both to be honest. Loads of Quake Textures floating about but very little from Quake II but maybe Quake is nostalgic for more people? I loved both games and was addicted to them. Scary this is all over 20 years ago!
Been slowly recovering a lot of my old files and things I used to use but it's proving difficult!