I'd like to let you guys know that the development of the new tool is taking a little (very little) longer than I had initially expected, but as you can see from the screenshot, it's nearing completion. Until next time
Sounds like a cool idea, but why did you decide to make it a TPS project instead of FPS? I also think this would make a great alternative to BO3 custom zombies if it were possible to release it with its own mod tools, but I guess that'd be too complicated to make.
In WaW's engine, models are lit relative to their origin point (the blue box you can see in the 3d/2d panels). If they go through a brush, the light they receive will come directly from the skybox, so they won't look as bright or dark as the other objects around them. In order to fix that problem, you should avoid making them go through brushes in any direction possible. If you feel like you have to place a model in that fashion, you need to cover the origin of the model with some brushes so it won't receive any light from the outside of the map at all.
I'm posting this on behalf of codmoddd1234 as he's not able to post anything on the forums (and I should have posted it about a month ago or two, but I wasn't really able to do it).
The link below contains various Maya scripts that are self explanatory and can easily be used by pasting it into Maya's script editor. Instructions are included in the comments of the scripts. If you have any problems, codmoddd1234 will do his best to help.
You might want to have a look at Quake 3 as the level editor used to make maps for it is another version of Radiant, or you can have a look at Source Engine, which is, just like Call of Duty, a fork of the Quake Engine. Both of them have very different ways of creating content, but if you want to get good at BO3 mapping, I suggest you stick to that, and that alone.