Maarten, on 04 July 2021 - 06:31 AM, said:
I'm aware AAP1 has more unique/daring stuff which I probably won't beat,
No to me there is absolutely no doubt that you will, you're at a stage in your mapping where you've been especially grasping some of the most key concepts in general level design, such as proper utilization of scale according to the game's movement and physics, interesting layouts or the implementation of important landmarks, those two last maps in particular really demonstrated that. I think once one has made it past that gap you've leaped, then they can pretty much safely design whatever kind of level they want, and so if you feel like making something more ambitious than Woudrichem War then you easily could (the you of one year ago made that map, there's no reason why you couldn't beat it). That's the thing, though - you would have to want it - and I know such large conceptual maps typically drain so much energy out of the author, it's very easy (and justified) not to feel like tackling such beasts.
As you keep making more maps, though, and updating your knowledge on Mapster32 features/hotkeys (which once again make everything Duke 3D map design so much more convenient), you'll spontaneously develop all the good habits you need to spend a lot less time on the technicalities of the design process, and get to the point where, instead of struggling against the creation of every individual sector or sprite work, you will be able to construct all the structures you can imagine 'in real time' with everything just popping up in front of your eyes. Not to bring up my own shit again but that's just what's been happening to me, for my current project the first three maps took a year and I expected that to be tough to beat, but then I kept figuring out better and better workflow and habits via (to me) new Mapster32 features and general design technique. And then throughout the next year, I made seven maps, each bigger, better and quicker than the former and just this past month I've built 40000+ walls (in addition to work and a collection of other hobbies just like you) which sounds like some bullshit, but isn't so hard once you have all the right reflexes to design a 600-sector structure within an hour, and with Mapster32 those are totally possible to acquire now. Maybe that takes the jettisoning of certain traditional (antiquated?) OG Build habits - perspectives in mapping used to be a lot more restricted back when we learned how to do it after all. Anyhow, especially trust me that this coming from someone who, in terms of deep Build tech, at the end of the day is a fucking peasant and normally doesn't necessarily have a practical mind.
This is also why I was trying to show you that one tutorial thing I wrote the other day, I think with your current style you could use some of those tricks to make the process of actually giving birth to such maps a lot less painful. Anyway, I suspect topping Woudrichem War will actually be really easy for you once you tackle another map that you decide to take in that particular direction. Or you can always do like you just did here and top it in a different way - at least, in my opinion, you totally did in terms mood and visual storytelling. What really matters at the end of the day is how inspired you are.
I disagree with Mikko when he says Woudrichem War was more memorable. Maybe it was generally more epic and entertaining in a rather flashy way, but I think Weissensee is just as exciting, just differently and I actually prefer that wisdom in the pacing, it tends to leave specific segments of the level more time to really sink in deep and shine in terms of identity, whereas Woudrichem was more of an ensemble where you just rampaged through everything (although with some more remarkable bits here and there - of course people will think of the windmill or the ending but personally I really liked the hotel). In fact, thinking about it, in retrospect Woudrichem had more of the aspects of Roch Island Mikko found unfavorable in his review of that map (intense pacing, large scale; 'there's lots of it, maybe too much'), those very aspects feel toned down to me in Weissensee in favor of a more constructed flow and yet this time around he preferred Woudrichem. I'm not even arguing, I can totally see why, just saying with perspective it's pretty funny. Either way, right now when I think of Woudrichem, I'm mostly getting fragmented flashbacks of general action; whereas Weissensee, just two playthroughs in I could sort of recount each section of the level by heart because you're bound to develop a relationship with each and every of them and so they actually stay with you.
Also I wonder which switch it is exactly that Mikko is talking about, I'm guessing the one in the bathrooms? Finding the entrance to the bathrooms was a bit tricky to me too for like two minutes but there are only so many options of where to explore at that stage, the correct direction is rather obvious in the grand scheme of things. Plus it instantly teaches you the whole mechanism in that map of having to consider the verticality and look up and not just around. Or maybe he was talking about the switch I was mentioning myself earlier (mini golf)? I still stand by the thought that this was the typical cool nook-and-cranny style corner of a map where you just kind of have to hide something; although, ideally, nothing absolutely required for progression.