In previous thread I exported only 2D flat planes but this time 3D planes.
Each has its own advantage and disadvantage.
ref pic

explanation
1. create a bunch of boxes as you want
2. boolean-union them all and convert it to editable mesh
3. climbing down to the sub-object level, polygon, then select all
4. flip normal then export as md3
5. in milkshape import the md3 then export as q3radiant map file
6. exported map scaled by x16 in radiant
End result looks classic quake-ish effectively, doesn't it?


I'll name this method Extended Unreal-ish Level Planing(TM), in short E.U.L.P