I see alot of prefabs in BF2 maps. Does that mean that it's hard to make your own buildings/objects on the fly, in the editor?
Does BF2 maps use portals in the way the Quake engine does? You know what I mean if you've used any of the Radiant versions after Quake 3. I'm only asking this because portals were/are a frikkin PITA to get done well.
Is the texturing very different to how Radiant does things? For example, would you build everything with "caulk" and then texture it? (Caulk is just a texture the computer doesn't have to draw, for example inside a house you can't enter, saving resources)
BF2 maps are huge compared to any game maps done with Radiant and the Quake 3D-engine heritage. What's the catch? Is there one or is it just Swedish design?
Any info on these things would be nice, mainly to see if I should try or just enjoy the game. I've done mapping for Action Quake2 and Call of Duty 2. Both of those used a variant of Radiant, which seems to be completely different from the BF2 editor.



