I did. So I started a minecraft to quake3 level converter as a small programming project.
It was not hard to read the block information from the minecraft server_level.dat,
and with some simple algorithms I filtered out all the blocks you cannot see or reach,
and merged the other blocks as good as I could.
Then to write the blocks as brushes to create the .map file.
I released the map for the defrag mod here: http://ws.q3df.org/map/mineqraft/
The map area is 110x110 brushes which is about the limit of what I could compile with q3map2.exe.
The VIS stage is just too heavy (and memory consuming).
I decided to release the current state of the code on github.
It is not good looking or has good names for everything but at least it gets the job done.
https://github.com/o40/Mineqraft
I will continue working on this sporadically to implement som better optimization and some other features I want to try out.
The big limitation for me at the moment is that I used the old (and simple) minecraft level format and I
have not yet managed to connect to the server with a client to do some alterations of the level generated by the server.
If you like to contribute to this project send me a PM.
The thing I want most is some kind of parser for the minecraft region format (.mcr) so I can use the latest version of the server.
If you just want to test this converter out you can grab the code from github and compile it yourself,
or send me a PM and I can make you a binary.


http://koponen.biz/mc2et/shot0004.jpg