I'm going to regret biting for this but here goes...
Idk why you'd regret learning new things, but ok!
Hammer's brush tools are far far quicker at making basic boxes and such, ie. what's necessary for a BSP based engine. A lot of it is personal workflow, yes but I've been using 3DS for almost half the time as I have hammer now and I could never make something like the double cross bridge in 3DS as fast as I could out of brushes.
If you have any idea what you're doing in max you can mash boxes together to make objects just as quickly as you can in hammer, because the geometry placement is literally the exact same workflow. You snap things to a properly set up grid and then that's it. If you're unable to place boxes in max as quickly as you can in hammer then that's a problem on your end.
Especially all the tedious unwrapping and UV packing it would need, whereas hammer is just a few alt-RMB clicks and you're good to go.
You do realize there's another uv modifier called UVW map that serves basically the exact same functionality as hammer's face editor right. UVW Unwrap is typically for complex objects or texture coordinates.
Like, oh, right, cylinders, flat faces that aren't going in a straight line (eg curved trims) and any sort of curvy object which hammer has immense trouble with.
And halo is almost a 15 year old game that looks pretty polygonny, I don't think it really compares.
The community has since extended the engine significantly, adding support for normal mapping, post processing, and removing geometry rendering limits, among other things, but the point was that it's an example of a game that uses 3ds for level building, and does it pretty decently, and worth checking out if the op is looking for an engine that uses 3ds for level creation.
It's technically unwrapping yes, but it can be done a thousand times faster, without packing, baking, anything like that.
baking has nothing to do with this lol, and see above.
And Alt-RMB aligns things fine, and a lot faster than 3DS can do it.
see above
Perhaps you should use hammer a little more,
I'm pretty sure the issue here isn't my supposed inexperience with hammer, it's your obvious lack of experience with 3ds max lol.
aligning textures in it is far faster than projecting, stitching and packing.
We're talking about uving boxes, not baking maps from a high poly model onto a low poly one.
If you knew what you were talking about you'd know that baking, projecting, and packing have nothing to do with this, and I've already explained that the uvw unwrap mod has nearly no use for this type of modeling anyway.
So why are you here on this forum bothering us with how your methods are oh so superior to us plebians?
I'm sorry for answering the op's question? Idk what the fuck your problem is. I already said that there's literally no benefit to doing the process in 3ds over hammer because it is nearly the exact same thing as far as geometry creation goes and not worth going to the trouble of dealing with some exporter over, and you're getting upset at the fact that yes, you can mash boxes together in max and give them texture coordinates just as quickly as you can in hammer?