Well, I suppose one could design the map in Torque, then, as mentioned, load it in UFORadiant to touch up any changes before using ufo2map to compile it - no one will stop you if you want to try doing this - but I doubt it would become the main, recommended, or supported map editor for UFO: AI, simply because it isn't open-source, and because of how the program requires registration with a third-party commercial company.
If you want to try it, test it with a simple map, and it works in this game, that's great, but I have a feeling the main, supported map-editor for UFO: AI will probably still be the custom UFORadiant.
Is there anything in particular that this new map editor does that UFORadiant doesn't, that makes you want to switch?