I'm in the process of learning game development in Unity for myself. I'm currently building a simple 2D platformer game which I intent to release for mobile platforms (Android and maybe iOS and Windows Phone).
I'm kind of up to the point where I've got a relatively firm idea of how the game is going to play and what various interactive gameplay elements there will be. So I'm carefully making my first steps into designing a first test level for it. I started off drawing a bunch of shapes with some detail to form a level which would kind of give an impression of how I wanted the thing to look. I want the game to take place on an alien planet so I drew pieces of ground in purple shades and tried fitting everything together in the Unity editor. While technically it worked, it was an awful lot of work putting even that basic level of detail in and pretty much meant that everything I had built could not easily be changed anymore.
Then I saw this thread again and thought to myself: what in hecks name am I doing? Have I ever built a Q3 level this way? Did I ever start putting in all the detail before having a good grasp of the shape of the level? Nope, it just doesn't work that way. So I though, I need to make a rought in-game sketch of the map first, something I can quickly slap together and easily modify without losing hours of work.
This thread inspired me further, because I came up with the solution of pretty much how I worked in Q3 as well: build a rough outline of the map using brushes, or modules if you want. So I drew this set of orange tiles (after this thread, it had to be orange

So in the screenshot below, at the bottom you see the current set of shapes. This will probably expand further but so far it's been sufficient to play around with. In the center view you see the level in the editor. I drag these shapes into the view and position and align them properly. It allows me to build a level really quickly and run around through it to see how it plays. Once the design for the level is set in stone, I can then start drawing detailed images to use instead of these orange blocks and the final look and feel of the level can come to life.
In the end, it's nothing special to work this way I guess, but for some reason it was kind of an epiphany to me when I thought of doing it this way, and this thread sorta helped me get there
