Firstly, you have my word that it'll be more than fast enough to be playable, with no need to degrade graphics into large, blocky pixels. And you can quote me on that.
Regarding map-making, Sponge is right on the money

And although you will need a proprietary app from me, i can assure you that, if you've made quake maps in the past, then you will be well on your way to creating a GW map within a couple of mins. Probably even quicker if you're already familiar with Worldcraft.
While i'm on the subject of custom maps, i wanna mention the whole "full support for maps, models, etc" thing. I firmly believe that good support for custom mods can potentially turn a good fps into a classic fps. Part of the reason why Quake 1 is so great and is STILL being played today, despite being 6 years old, is because of its very active, massive user community. People are still making mods, maps, etc for it, despite there being later & greater engines available. GW is designed from ground-up to fully support custom models, maps, missions, etc just by either dumping it in and/or creating/editing a script. It is a little more work on our end but i definitely feel its worth it. It ultimately makes the actual game development easier also. Besides, after all the official levels are mastered, what the hell would you play otherwise?
The only thing that slightly worries me is that... Considering how many people found it a struggle to simply stick two bitmaps together for a Snails level, what kind of problems are people gonna have when creating fully 3d models/maps? Still, the functionality is there for those who can...
(Rob: "Best game on PPC"? Gee thanks, I'm doing my utmost not to let you down..

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