At now I think about:
1. Create map in D3 with internal editor, compile it, then copy to BFG.
2. Create map in GTK Radiant/Dark Radiant, then compile it in D3 (or D3BFG?), then copy.
But this very unoptimal. Moreover map can contain scripts, shaders and other complex stuff.
I also tried to create common folder for D3 and D3BFG (via fs_basepath) to works with D3 editor and immediately run it in D3BFG but D3 is crashes with it.
Is there a optimal way to create & compile maps for D3BFG?
How you create your maps for D3BFG?