Any near-future project I might do will highly likely use BSP to create basic layouts, not meshes, since it is fast and simple and I'm good at it. I just use mapmodels/props where BSP isn't enough. The problem is not BSP or Radiant vs. Blender (in fact Radiant still is one of THE best tools for making levels), the problem is mainly in lighting, especially lighting outdoor areas, wanting brighter light (more contrast), dynamic sunlight / sky, and proper lighting of models/entities so they don't stick out visually compared to BSP.
Needless to say, BSP29 (ie the Quake map format) is problematic, but not brushes themselves as long as you can use models along with them (.obj/.iqm). Vis I could do without (areaportals or something would be preferable, or at least working detail brushes).
I have nothing against Quake based tech as long as I can make stuff in Radiant / Blender and have it displayed correctly. Performance should be adequate, and personally I'm willing to keep using (higher res, preferably) lightmaps (with a few dynamic lights strewn in) for performance reasons. You can make very good looking environments in engines like Quake 3 and Source (eg. Sock's maps) without normal mapping etc. And what matters in the end is the gameplay and the idea of the game. Stunning photorealistic environments aren't necessarily needed, just good-looking ones.
Be aware that using Cryengine etc. will require more time/resources for making assets - personally I'd rather put that time into actual gameplay, modeling, animating, GUI, sound and 2D art and just be content with Source/Q3 level visuals. Making e.g. HUD elements and sounds for Cryengine is pretty painful, whereas you can simply use TGA/DDS and WAV in Quake based tech. The complexity of the workflow matters.
My problem with Darkplaces atm is performance - FTE and RMQE run circles around it. My problem with the more traditional Quake engines is lack of basic features. There must be a middle ground where you have some features and OK lighting without sacrificing all your performance. Something like Source.
http://www.simonoc.com/pages/design/con ... ecrane.htmNo Cryengine was needed for this.