One of the problems I ran into was the lack of good tutorials for using models in gtk radiant. I haven't found any tutorial about limitations or pro and contras for md3 or ase models. Right now its just trial and error for me porting my map. AshuraDX helped me with some good tips to get some things working. Like exporting brushes as ase and check their material entries to find out how to use shaders on ase models (though I'm not sure if this works as intended in my case, but I will check that). But I can understand that this is kind of off-putting for someone who want's to start mapping. Also because there are so many map editors that are much easier to use and allow much easier fine tuning for the final result. (e.g. UE4, Unity, Cryengine) The reason for me, why I started modding for this old game, is the rend2 development. I played a lot of JK2 and JKA as a teenager and I'd love to see, younger people enjoying these games as much as I did. Graphics are a major part of convincing people to play something. I saw that the development for rend2 was cancelled and wanted to enhance this. I'm always looking for a good challenge. Now that Xycaleth is working on it again, I can't wait for the finished renderer. So I started helping him in multiple ways. Bug reports, essential feature requests and right now porting one of my small ue4 maps with rend2 support. I also started working on the vanilla parity of rend2 (my refractive shading prototype). So, enough of me. Main reason I see for the "revival" is OpenJK. Multi-Platform (damn, this runs on my raspi3 ), lots of fixes and a very nice and helpful community behind it. Modeling for this game has never been easier, since the blender and 3dsmax plugins are updated kind of regularly, tools that convert fbx to md3 and so on. Imo mapping is not very popular because of nearly all the tutorials (at least on this site) are for sabers or characters. The GTK Radiant tutorials I found on the internet, are horribly readable. Nearly all of them look like from the 90th (and that's probably because they are). I'd love to see some well organized tutorials regarding mapping with focus on using models for details or other stuff (Maybe I will make one, when my port is finished). Nevertheless, community is going well and is growing (that's how I feel about it). And welcome back to JK modding.