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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Ninety-Six 

#9031

View Postck3D, on 05 December 2019 - 10:47 PM, said:

The occasional, accidental clipping bug teleporting the player from one layer of ROR to another has been fixed recently (much to the multiplayer fans' dismay), right?


Yeah, though as I recall that caused a bunch of other, smaller issues. Not sure if those have been ironed out by now yet, though.


Anyway I'm looking forward to this after finishing Poison Heart earlier this year. I'll try to pay attention to more details this time.
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User is offline   ck3D 

#9032

Thanks, I'm also trying to pay attention to details on my end as to try and ensure a smoother play this time around, thanks to feedback on this website mostly I've noticed patterns in my style that I'm not so sure I dig myself, especially as far as progression is concerned, I'm having fun working on ironing those out. As far as this level is concerned, the layout ended up working out exactly how I intended it to, so the map is large (could have easily been split up in three levels if my concept for the episode allowed it) but doesn't feel like it and still flows, which was my biggest concern for this one originally.

Not sure when this one will drop as I want to make more levels for that 'project' before releasing anything, it's a bit too early to make plans but at least one map is out of the way, most likely one of the most ambitious ones so it's probably a decent start.

This post has been edited by ck3D: 06 December 2019 - 09:35 AM

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User is offline   ck3D 

#9033

View PostNinety-Six, on 06 December 2019 - 09:46 AM, said:

So this is a part of a whole thing instead of just a one-off?


I'm hoping to make a full episode (working title so far is Blast Radius) and release the full package when it's done, if it's ever done. This is the first map I'm completing, I have quite a few more in mind. In the event I couldn't finish the full episode, then I would most likely just release the completed levels as user maps. I might start a dedicated thread tracking down the evolution of the project at some point, if that's still the norm, when I have more maps done as officially announcing something right now is too soon.

This post has been edited by ck3D: 06 December 2019 - 11:01 AM

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User is offline   Ninety-Six 

#9034

View Postck3D, on 06 December 2019 - 10:37 AM, said:

I'm hoping to make a full episode (working title so far is Blast Radius) and release the full package when it's done, if it's ever done. This is the first map I'm completing, I have quite a few more in mind. In the event I couldn't finish the full episode, then I would most likely just release the completed levels as user maps. I might start a dedicated thread tracking down the evolution of the project at some point, if that's still the norm, when I have more maps done as officially announcing something right now is too soon.


That's fair. Still, I hope the project is seen to the end as per your designs. It's been a while since we had a custom episode.
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User is offline   Seb Luca 

#9035

Class, the two screens !!!!

This post has been edited by Seb Luca: 07 December 2019 - 10:08 AM

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User is offline   ck3D 

#9036

Merci, Seb!

Finished the basic design of that first map for good, all is left to implement is the actual gameplay which will have to come later (there are other aspects of the project I need to primarily focus on for now, including starting a few more maps and taking them to that stage too).

Was bringing up the scale of that map earlier, just for comparison's sake, here are 2D screenshots on the exact same zooming scale, on the left is Poison Heart which apparently was large enough to disorient some players already; on the right is the new map (for those who're going to look at the stats, sprite count is without monsters, some SFX and whatnot, and those spare walls will be used up to polish corners). Again and against all odds, to me somehow it feels quicker and smoother to navigate, I guess because it's a lot more open and interconnected, pretty much every location is directly linked to two or three others. (Also that view of the layout is so undecipherable, sharing it on here spoils nothing)

Posted Image

Probably going to take a few days' break and then start the next one.

This post has been edited by ck3D: 13 December 2019 - 10:14 PM

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#9037

Posted Image
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User is offline   Sanek 

#9038

@ck3d Looks like you're on a serious roll, man! Knowing your style and quality, it makes me very excited for the episode! And I guess I'm not the only one what was the last time we got the high-quality episode for vanilla Duke?

@Mister Sinister hmm, 3DR-styled map? The red-colored elevator is reminiscent of Metropolitan Mayhem.
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User is offline   Ninety-Six 

#9039

View PostSanek, on 14 December 2019 - 09:08 AM, said:

what was the last time we got the high-quality episode for vanilla Duke?


I'm not even sure when the last time we had a middling quality vanilla episode was. Episodes are rare these days.
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User is offline   ck3D 

#9040

Thanks for the sweet words. Episodes are rare these days because just the prospect of making one is scary; myself, just thinking about how I might have like 8 more maps like this one to make before I can call it over would make me feel like giving up and just releasing user maps individually if I let it, except that's exactly where the exciting challenge is, I want to see if I can do it. By this I mean I know I can, and will eventually, but it's going to be interesting to see how I make it there, and handle the torture of working on a longer-term project (at this point, hell if I can even conjecture a release date). Just making one quality user map taking full advantage of the potential of the current limits is tedious enough of a craft; once you're done, sharing the damn thing right away is so tantalizing. I want to see if I can use that energy and invest it towards more maps that hopefully will keep getting better and better, in different styles I have in mind that I'm not even familiar with myself yet. Just working on this first map I feel like I've progressed as a mapper by trying new things. Like I was saying earlier I've always wanted to make an episode for this game since I first played it, there's some little kid fascination about the idea, but I don't think I was ever ready to actually come through with one. Poison Heart was a good way to shake rust off and made me feel like maybe I was now, so let's see.

This post has been edited by ck3D: 14 December 2019 - 07:39 PM

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#9041

A welcoming sight

Attached thumbnail(s)

  • Attached Image: capt0001.png


This post has been edited by Mister Sinister: 15 December 2019 - 03:04 PM

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User is offline   ck3D 

#9042

Looking forward to whatever this is, Mister! Quite the fan of your earlier maps here, and just the other day browsing MSDN I realized I actually couldn't remember playing Bad Weekend; I might give that one a whirl soon in case it turns out I did really miss it upon release.

I'm intrigued by the blocky/simple look of the last two screens because I've seen you build detailed stuff before so my guess is this is either WIP still, a deliberate aesthetic (which I dig), or you're keeping things diluted because your map is either a large scale level or part of a bigger series you're not telling us about (wild assumption just going by how you've released whole episodes before). Anyway, looking forward!

edit - started a second map for the episode last night, worked on it for two hours and it's already 200+ sectors and 1600+ walls, plus during that short time span I got a shitload of ideas for the entire level. I think if I can keep that pace up, this project actually has a chance of going somewhere.

This post has been edited by ck3D: 16 December 2019 - 07:46 AM

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#9043

Thanks.
This map is going to be in a similar vibe as seen in HEALTH, so blockiness is more of a deliberate stylistic (and pragmatic) choice. I haven't touched Mapster in quite a while, so it takes some time to figure out the level layout. I hope to finish this one soon.
If you didn't play HEALTH - play it instead of Bad Weekend, it's short and nasty.

This post has been edited by Mister Sinister: 16 December 2019 - 11:02 AM

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User is offline   Kyanos 

#9044

Attached Image: pickup-1-indexed-scaled.png
Attached Image: hud-2-indexed-scaled.png

I'm about to test this new gun out in game. I don't know, it may be too much.
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User is offline   Mark 

#9045

A gun that looks like an inside out octopus? Nah, thats not too much. :lol:
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User is offline   Danukem 

  • Duke Plus Developer

#9046

I think the real question we have to ask is, who or what is holding the gun?
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User is offline   Kyanos 

#9047

 Trooper Dan, on 17 December 2019 - 10:59 AM, said:

I think the real question we have to ask is, who or what is holding the gun?


It's this guy. TC is tentatively titled Draconic Deathmatch.
Attached Image: 1405.png

 Photonic, on 13 July 2019 - 02:25 PM, said:

It's evolving.
1430.png

https://forums.duke4...post__p__325315
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User is offline   Sanek 

#9048

I hate myself every day I didn't open the editor, and there's been a lot of these days lately. Considering my map looks like it can be made in a month or so, it's a real bummer then, since I'm working on that for about 2,5 months by now.


I have some interest in making story-centered maps lately, and it looks like it puts consierable drag on map-making process. Like the whole layout revolves around areas that'll make sense in the map's world (I'm making a sequel, you know) and probably didn't turns out to be as good or exciting if the layout revolved around gameplay. Oh, and should I mention that the whole "story" will be given via the old txt file?

Anyway, the next time I'll be working on story-themed map, I think I'll make the map first and try add story later. Arguably my highest-scored maps - Winterfall and Bridge Between Two Islands - was made without any kind of story in mind, since I made everything on the fly, just the first thing that comes to mind. And both was the fastest-made maps I've ever done. Perhaps this approach will work better for me.
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User is offline   Seb Luca 

#9049

 Sanek, on 20 December 2019 - 01:22 AM, said:

Spoiler



If I understood correctly: are you trying to tell the story through the architecture and contents of the map only?

I believe that with a few additions (sentences written (screen) or spoken (NPC) ; events/objets programmed in CONs), you could also bring story elements otherwise.
This would perhaps be richer than sticking to the architecture of the map, and also more digestible for the player than reading a text (long?) before to play. :lol:

That said, I think creating a guideline for a level makes sense, and adding credible background to it is tasteful and creative. :)
But we must not forget that an FPS is an action game above all; reflexion games are more often made for RPG audiences, I suppose.


1

User is offline   ck3D 

#9050

 Sanek, on 20 December 2019 - 01:22 AM, said:

I hate myself every day I didn't open the editor, and there's been a lot of these days lately. Considering my map looks like it can be made in a month or so, it's a real bummer then, since I'm working on that for about 2,5 months by now.


I have some interest in making story-centered maps lately, and it looks like it puts consierable drag on map-making process. Like the whole layout revolves around areas that'll make sense in the map's world (I'm making a sequel, you know) and probably didn't turns out to be as good or exciting if the layout revolved around gameplay. Oh, and should I mention that the whole "story" will be given via the old txt file?

Anyway, the next time I'll be working on story-themed map, I think I'll make the map first and try add story later. Arguably my highest-scored maps - Winterfall and Bridge Between Two Islands - was made without any kind of story in mind, since I made everything on the fly, just the first thing that comes to mind. And both was the fastest-made maps I've ever done. Perhaps this approach will work better for me.


I feel like quite ironically, when one stops putting this kind of pressure on themselves regarding expectations for the future of a project and its reception before they're even done making it is when they suddenly get productive again and Mapster32 inputs just start flowing out of their fingers.

Not every new map one makes has to be their best map, top other people's releases in subjective rankings on reviewing sites or be a mini revolution of sorts. It's totally okay (one could say normal) for a map to take months to make as well, you're not racing against anybody (albeit anguish regarding the passing of time is natural, that doesn't mean it can't be overcome).

The way I personally approach concepts and mapping: I basically don't start a map until I have a basic idea for an interesting layout, central theme or progression patterns that I feel like I could tackle experimenting with. That's when I actually still don't start and wait for said ideas to mature, usually as I keep thinking about the theme I'll think of more and more elements that would complement it and that only expands the picture of how the level should look and play like. After I get enough imaginary landmarks (for an 'ambitious' level, say, 6-10 'key' locations that should serve a functional purpose in the gameplay, all the while being distinguishable enough to be remarkable in the level and visibly mark its construction; 10 is probably too much already), as well as interesting ideas regarding their function, the map just starts making complete sense mentally and that's when I open up Mapster32 and just draw it (obviously the process itself is still long and tedious, but knowing how you're going to compose your full piece from the get-go makes you win all the time you'd normally spend thinking of improvising every little room one by one, or experiencing a mapper's block).

I used to waste so much time just wandering about my WIP levels in 3D mode in Mapster in search for inspiration, only to never actually touch the level until I knew exactly how to continue it, which would sometimes take weeks if not months and usually, I was barely even satisfied with the results. Of course, envisioning and improvising a map bit by bit would result in smaller scale levels with little very sense of general depth and overall cohesion, also with the most naive layouts possible. Nowadays I never get that anymore, all my time spent on Mapster is 100% constructive because I've already considered every aspect of the level in my head so it's just a matter of actually drawing it out. As a result, mapping has become nothing but fun again, too; always was, but also used to occasionally feel very frustrating in moments of confusion and self-doubt.

Not sure if that will help with your issue but I feel like that's some stage of wisdom type of thing that's always good to remind people of in mapping (and creating in general). Spontaneity is crucial too but can have its drawbacks, just like overthinking can have its pros and cons, I'd say it's all about finding one's own balance and pace between both that works for them, but they have to come to terms with their insecurities first and realize that they might be the only ones putting the weight of the future reception, current 'efficiency' (according to which rules?) etc. on their shoulders. Really those considerations are nothing but mental constructions of your own that serve no purpose but cluttering your mind and distracting you from the actual process of realizing the map.

This post has been edited by ck3D: 21 December 2019 - 02:54 AM

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User is offline   Danukem 

  • Duke Plus Developer

#9051

That post contained some very good general advice about creativity and the human psyche.
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User is offline   Gambini 

#9052

Yup! but what when trying to find this balance you speak of here:

Quote

that's some stage of wisdom type of thing that's always good to remind people of in mapping (and creating in general). Spontaneity is crucial too but can have its drawbacks, just like overthinking can have its pros and cons, I'd say it's all about finding one's own balance and pace between both that works for them,


becomes the mental clutter and distraction? It´s like trying to act casual. Sometimes a lot of energy and time is spent on thinking what would be the best approach to anything. Ultimately the mind is like a fruit, it doesnt end up maturing that it begins to rot.
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User is offline   Mark 

#9053

Adding another idea to the other 99 ideas on my drive. I'd like to remake a lot of models for the Graveyard and Decay TCs. Here is a basic tombstone before and after to show the level of quality change.

Attached thumbnail(s)

  • Attached Image: before after tombstones.jpg


This post has been edited by Mark: 21 December 2019 - 03:14 PM

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User is offline   ck3D 

#9054

 Gambini, on 21 December 2019 - 01:53 PM, said:

Yup! but what when trying to find this balance you speak of here:



becomes the mental clutter and distraction? It´s like trying to act casual. Sometimes a lot of energy and time is spent on thinking what would be the best approach to anything. Ultimately the mind is like a fruit, it doesnt end up maturing that it begins to rot.


Interesting paradox, isn't it? I wasn't exactly criticizing the process of putting thought into what would be the best approach to build things according to one's vision; merely saying that one doesn't need to sit in front of Mapster and develop existential anguishes to do so. Talking about letting the vision itself mature, before laying it down on paper (or in this case, grid) instead of improvising one room bit, then another room bit and just really the whole plot as one goes, with no preconceived direction. Waiting to not have just pieces of the puzzle of the basic idea, but the whole picture mentally complete before you actually materialize it. I know inspiration strikes me the most when I'm actually away from the editor for a while, because then I just go through more life experiences that widen my imagination and perspectives; like most every Build user, I used to be struck by real-world places and think to myself 'wow, I should recreate something like this'. Now I just wait till I've seen a hundred, thought about the few architectural set-ups that would work for Duke the most, how I would reinterpret their design so they are functional fighting arenas, the role they would actually play in the level (boss fight, item location etc...), how exactly I could make them work technically (effects etc.), and won't start making it until I'm confident with the whole composition.

Doing things right and obsessing over doing things right are two different things and more often than not, the latter gets in the way of the former. In general, I tend to be watchful of fixations of any kind (not saying they are unimportant - they're actually some great fuel that should be optimally exploited - but they can be a sign of weakness). I think it's really a matter of willpower: if one has completely thought out their craft beforehand then the map should be ready to come out (minus potential fixes upon realizing some stuff doesn't quite work as intended, but then that's just adjusting). If it doesn't then it only means it hasn't been mentally cooked enough yet, which forcing things won't fix so might as well take some time off to live and think more.

I think it's important to remain wary of laziness as well; when something starts looking good already, it's hard to touch it. I work with creatives every day, have been for years and it's still a pattern I very commonly see - the gap between having a vision and actually materializing for others to see. Realistically, no one else is going to do that for you, and wandering about the level in 3D mode marveling at stuff is not going to help and thus only getting in the way of efficiency, which no one actually wants if they actually want to release the map, so better add what you readily have on your mind as soon as possible or else admit you're just killing time. The only way to get blocked at such a stage is if one runs out of things on their mind for their level, which should never really happen (and most often will result in rushed work that never fools anyone).

Many parallels to be drawn with overtraining in sports, too (I might or might not have posted about that logic before). Practicing something fun is always tempting but your body and mind do need some recuperation if you're interested in optimized results or else you'll just plateau and waste your efforts.

This post has been edited by ck3D: 21 December 2019 - 04:52 PM

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User is offline   Sanek 

#9055

 ck3D, on 21 December 2019 - 02:51 AM, said:

The way I personally approach concepts and mapping: I basically don't start a map until I have a basic idea for an interesting layout, central theme or progression patterns that I feel like I could tackle experimenting with.

I agree that having complete vision of a map before actually doing anything is a good way to make it when you know what to make, but I'm not sure if it works as effortlessly as wanted. You know how every part of the map is going to look like, but it'll never going to be as good as you envisioned it.

 ck3D, on 21 December 2019 - 02:51 AM, said:

Really those considerations are nothing but mental constructions of your own that serve no purpose but cluttering your mind and distracting you from the actual process of realizing the map.

And this is actually the biggest problem of all, at least when it comes to creative process. I'm constantly putting some imaginary deadlines unto myself, and feel miserable if something goes not as I planned. I know there's no reason to make something done as fast as possible or fit into some particular date, but I just can't stand wasthing time, so when some date is coming, I use it as the reason to to step up the development and finally get the thing done.

Or maybe I just didn't plan the map properly and then just wandering about the map for days before I finally "got it". I usually have some particular "key locations" that I know how to make, but then I struggle with everything in-between.
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User is offline   Danukem 

  • Duke Plus Developer

#9056

 ck3D, on 21 December 2019 - 04:43 PM, said:

Many parallels to be drawn with overtraining in sports, too (I might or might not have posted about that logic before). Practicing something fun is always tempting but your body and mind do need some recuperation if you're interested in optimized results or else you'll just plateau and waste your efforts.


More generally, one big mistake that creators make is failing to see that their own creative energy is a finite resource that needs be managed well in order to get the best results, just like money, time, or any other resource.

Everyone is going to have peaks and valleys in their energy and output, but If you don't understand what is driving that cycle then you risk running yourself into a valley and not coming out for a long time. For example, if you know that there are certain things you hate doing, then try to organize your work to minimize those things, and when you have to do them make sure you are getting some kind of reward often enough in that hateful part of the process to keep you going. I feel sorry for people who have no choice in the matter because of their work requirements.

Some people take the attitude that you should just get more disciplined and force yourself to keep working even when the creative spark is gone. And I suppose there is some truth to that -- you don't want to be mentally weak to the point where you just stop working the minute things get tedious. But on the other hand, your life is going to be much better in the long run if you can figure out a way to keep the work fun and rewarding. Also, boredom is often a signal that there is a better and more efficient way to do things. I have known some people with incredible work ethic who never evolve because they are so mentally tough they just keep forcing themselves to do the same thing in the same way.
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User is offline   Mark 

#9057

I don't plan out a map ahead of time. I don't make any drawings. I might see a scene in a movie or inspirational pics on the internet but I don't jump to Mapster right away before the excitement dims. I do spend a lot of time aimlessly running around in 3D mode hoping for an idea. I prefer mapping room by room or small areas at a time. Luckily since I know mapping, some coding and can make textures and 3D models, I can take a break from one and do the other for a while. Since I don't have a detailed overall plan for the map or gameplay during most of it's creation I can't code or map everything right away. It has to be in chunks as I go along. Usually gameplay is something I think about the least when mapping. I always figure I'll tailor it to the map. I'll have an idea what the player has to accomplish but the specifics of how to do it comes towards the end of mapping in many cases.

During the last 4-5 years of working and now after my 2nd year of retirement my social life has calmed down ( intentionally ) and so I no longer feel time is a premium and that I have to make the best use of every hour for modding. Anything I release has been months or years in the making.

I realize how my bad habits have limited the quality of what I make but I'm set in my ways. I get by. :lol:

This post has been edited by Mark: 21 December 2019 - 07:13 PM

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User is offline   MC84 

#9058

 Trooper Dan, on 21 December 2019 - 06:22 PM, said:

But on the other hand, your life is going to be much better in the long run if you can figure out a way to keep the work fun and rewarding. Also, boredom is often a signal that there is a better and more efficient way to do things.


This is the approach that I take (as someone who has publicly released nothing :lol: ) .. I'm a big believer in the idea that the work itself is the reward, and if you can't enjoy the process then the end-goal will always fall short. I also take the view that boredom/stagnation is a sign that I'm blocking the creative flow of energy somehow, and that I need to 'get out of my own way'...
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User is offline   ck3D 

#9059

 Sanek, on 21 December 2019 - 05:31 PM, said:

I agree that having complete vision of a map before actually doing anything is a good way to make it when you know what to make, but I'm not sure if it works as effortlessly as wanted. You know how every part of the map is going to look like, but it'll never going to be as good as you envisioned it.


You know what's funny, on that topic? I always liked posting about my Duke-related dreams in the threads that would occasionally pop up (on here but also DN-R and AMC, I remember the subject being tackled a few times), also in order to personally keep track of them and actually, to this day I can vividly recall that a lot of these would have to do with either making or playing fictional user maps that were always very much in the style I happen to be going for nowadays; at the time, in reality I could only look up to the idea of maybe one day creating such maps myself, it was nothing close to what I would be able not just to build but also to mentally conceive at the time, I still very much remember some of the action and design and then waking up thinking 'wow, I'm never going to be able to actually make this'. Basically they were a couple of one-time imaginary levels I'd either dream to be making or playing through, and they would have traits that I couldn't even comprehend consciously at the time (a certain emphasis on scale, verticality, 3D construction with massive sprite work structures e.g. whole buildings with 'fake' floors and tons of tech ROR, balconies used by enemies as strategic sniper spots, every element of the level actually serving some kind of functional purpose). Now, over a decade later and without ever really putting conscious thought into a direction, it's turning out my levels are slowly getting closer to looking exactly like how I would dream of them at the time, or at least carry more and more of that impression. What trips me out is my actual evolution could have gone on a totally different route (and I actually experimented with completely different stuff in the meantime), but now it's all coming together in the very fashion I was envisioning in dreams eons before I could actually come close to even just understanding those very degrees of sophistication in level design. It's also funny that in my case, I'm only getting there after a 'wee' twenty years of mapping (granted I never was the most active mapper, and regularly took long periods off, but that probably fueled my inspiration and progression in different ways as opposed to hindering them).

Creativity is something we all have in common (some choose to nurture it, some don't), the real adventure is learning to master your tool and its technical quirks in order to progressively come closer to your mental representation of the game with each new level you make (which happens organically as you try different stuff, so nothing to pressure yourself about especially if you're actually concerned with efficiency). With practice, one's output will start losing more and more of its naive aspects (aka. the common ground of beginner's mistakes, and I'm certainly not just talking visuals), resulting in a more accurate representation of the author's actual vision and that's the definition of style ("Style is the hallmark of a temperament stamped upon the material at hand" - André Maurois). Doesn't apply just to mapping.

My point is, getting a level to look exactly how you envision it isn't hard and if anything, is natural. The real difficulty sneakily resides in actually visualizing the level well enough, and having conceptualized it under as many angles as possible till you get to the point where it can only just come out. If you're making something and it doesn't look right, it doesn't mean you're limited in potential, only that you didn't put enough thought into its structure and function and have yet to grasp what would actually make the element as great as you imagine it. Which sends us back to:

 Sanek, on 21 December 2019 - 05:31 PM, said:

Or maybe I just didn't plan the map properly and then just wandering about the map for days before I finally "got it". I usually have some particular "key locations" that I know how to make, but then I struggle with everything in-between.


Which is exactly my point; those gaps of in-between should not exist anymore by the time one starts a level, or else they'll just spend a lot of time trying to artificially evolve an underdeveloped foetus.

I used to be the same before I realized my mistake and that I was most likely trying to force things (see: Dan's post regarding creative energy being a finite resource). Interestingly and spontaneously, the way I go about making a level has changed a lot over the years as though to avoid that. An evolution that still trips me out is how I used to build and fine-tune every sector and wall in every room manually before moving onto the next one whereas nowadays, I'll just draw the outline of entire sections of the level (when not the whole map) in 2D mode, see how it performs and only then throw in textures, detail etc. I feel like working in bigger chunks helps enhance the cohesion of a map and also provides authors with more options - if they get bored by a certain segment of the level for instance, they can always work on a different corner that's more inspiring at the moment which is an optimization of their energy.

 Sanek, on 21 December 2019 - 05:31 PM, said:

And this is actually the biggest problem of all, at least when it comes to creative process. I'm constantly putting some imaginary deadlines unto myself, and feel miserable if something goes not as I planned. I know there's no reason to make something done as fast as possible or fit into some particular date, but I just can't stand wasthing time, so when some date is coming, I use it as the reason to to step up the development and finally get the thing done.


In your place I would probably ask myself why I'm even feeling and doing all that. Sounds like a lot of unnecessary self-inflicted mental pollution that's also completely artificial (seeing as those deadlines do not exist outside your mind): if wasting time is what you can't stand (and I'm sure it is; I'm the same, and think most people are), then I'd advise meditating over how that extra pressure might be exactly what hinders your efficiency. My approach is, it doesn't matter how much time you spend in front of Mapster if that time isn't optimized and productive; then it would probably better be spent somewhere else because then you're losing efficiency both as far as mapping and as far as whatever else it is you could be doing. The editor will usually call you when you're finally ready.

 Trooper Dan, on 21 December 2019 - 06:22 PM, said:

Also, boredom is often a signal that there is a better and more efficient way to do things.


I agree with that - boredom is a sign of stagnation and the negativity of the feeling has to do with the sensation of one not developing and progressing they way they would be naturally inclined to, and actually would, were they in the right environment. Humans as living beings are organically predisposed to grow, obviously physically but also mentally; now, in most modern societies a lot of people seem confused about the nature of that growth they need (usually due to the notion constantly being intertwined with social and financial concerns and stigmas, blurring the cards for the less watchful of players), and can only sense the distress signals that they need it, with no further instructions as to get there (since it should really be common sense in the first place; alas, it no longer appears to be). In the end, straying away from your own self has become a popular pattern to the point where many people can't even hear the clear direction their bodies and minds are constantly trying to give them anymore. This usually results in crazy amounts of frustration and non-efficiency, when the time span could be spent actually developing if only set on the right track.

This post has been edited by ck3D: 22 December 2019 - 02:46 AM

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User is offline   Gambini 

#9060

Concerning the motivation and energy management talk here. I have come to to terms with me that the main project is oneself´s development and that as long as facing a creative project helps you grow somehow, it´s worth your time even if you don´t get to finish it. I have dozens of unfinished projects that i had to let go just because as always i end up bitting more than i can chew. I think my main drive these days is getting better at what i am approaching, learning from the experience and hoping i will apply my knowledge next time. I do fuck up from time to time, but in general terms i have evolved a lot. Most learnings come late, but never too late.

That being said, i don´t regret most of the mistakes i commited when facing projects, they did one way or another fuel the energy to get them done. I have made maps almost solely expecting them to have an impact on the public, or attemping to raise certain bar. There are much better ways to approach a project, but somehow the bad ones did work too and that´s a lot to say.
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