If you don't map, why don't you map? "j/w, trending, contemporary arts, cat photos, xxxstacy.dll"
#1 Posted 23 April 2022 - 05:06 PM
#2 Posted 23 April 2022 - 05:37 PM
The only thing I actually made with Mapster were a couple of crappy DM arenas for private use (with bots); that a more talented mapper could make in 2 minutes or less, and better. One of them was supposed to be more detailed, but aligning letter sprites on the walls was a pain; plus issues with scaling and stuff.
What's sad it's that I sometimes do have some ideas for maps in my head, picturing how someone could make it using only the original assets. That's basically me in a nutshell: great in having ideas, but putting them on practice is another story.
#3 Posted 23 April 2022 - 05:49 PM
#4 Posted 23 April 2022 - 05:56 PM
#5 Posted 23 April 2022 - 09:37 PM
@Dr. Panico I'm curious now, which obstacles, can you remember by chance?
@DNSKILL420 Looking forward to what you've been growing!
This post has been edited by ck3D: 23 April 2022 - 09:38 PM
#6 Posted 23 April 2022 - 09:45 PM
It was the first CBP project I entered that inspired me to start WGSpace1, The CBP project back then were really fun and motivating.
#7 Posted 24 April 2022 - 02:58 AM
William Gee, on 23 April 2022 - 09:45 PM, said:
Which one was that, may I ask?
As for me, it mostly comes down to three reasons.
1. Time/commitment to other things taking priority
2. Mapster's UI is quite unfriendly to new people. Seems to rely mostly on hotkeys and hotkey combinations, with memorization thereof crucial to efficient mapping. Hardly impossible to work with by any means, but it does mean learning the program is an extra long step, so see point 1. Previously this was also compounded by extremely tiny text that made it hard on the eyes.
3. Concerns about my own precision-happy brain not being adjusted well to level design (though the comment that a lot of level design is improv does help with that).
These are roughly in descending order of which points are contributing most, with the first point being the main reason.
#8 Posted 24 April 2022 - 03:53 AM
1: I have huge self-confidence issues. Whatever creative project I try to undertake, unless I feel I'm well versed in it, eventually devolves into a spiral of self doubt, anger at myself, mapping sadness and then deleting what I was working on. I know this is pretty counter-intuitive, and it's something I want to try and do my best to mitigate eventually.
2: Mapster feels pretty confusing to me. As someone who's mainly used Doom Builder and friends it's given me quite a bit of whiplash trying to work with something that comparatively isn't as customisable, as easy to tell what button does what, what hotkeys bring up particular menus or what I've inevitably screwed up on and how to put it back to the way it was. Not that this is a jab at the program, of course.
3: I have a bunch of other commitments at the moment and I'd rather focus on those first.
#9 Posted 24 April 2022 - 05:13 AM
#10 Posted 24 April 2022 - 05:25 AM
Self-confidence is big in everything one does, in literally every action they undertake. Mapster may be great to build that up though because there are no stakes and no judges but yourself and your own personal satisfaction, so in a sense it puts you directly up against the enemy within yourself, also testing your patience, cognitive skills, it's quite an exercise. One is never well versed in any practice overnight though and starting somewhere isn't just acceptable, it's key to everything. You can't learn if you never dare risking mistakes. (This is a general observation and not necessarily designed for you, Quacken)
@Ninety-Six the improv behind 2D room layout is actually low-key one of the most liberating and satisfying parts of Build/Mapster/level editing, in my opinion. It's complete freedom, most particularly as far as Build is concerned, you just sketch lines in whichever direction you feel in the moment except what you're drawing is actually virtual space, then from that point on I reckon texturing and aesthetics in general are basically the equivalent to inking which is a spontaneous reinterpretation of a base canvas of your own design in itself. The more of mapping feels like expression and every move you make an editor is a natural extension of yourself, the less like a tedious task each operation feels. Becoming fluent with the hotkeys is a challenge indeed, but if you ever bothered learning to overcome that, I suspect those issues of fidelity between your vision and your results would dissipate.
#11 Posted 24 April 2022 - 09:07 AM
This post has been edited by MrFlibble: 24 April 2022 - 09:08 AM
#12 Posted 24 April 2022 - 12:28 PM
For Doom: have ideas but not have _enough_ ideas (or just laziness).
For Quake: Trenchbroom doesn't have lighting preview.
#13 Posted 24 April 2022 - 01:15 PM
Ninety-Six, on 24 April 2022 - 02:58 AM, said:
CBP 2 http://wg.duke4.net/maps/cbp2.zip
#14 Posted 24 April 2022 - 08:29 PM
I remember I had ideas and visions of what I wanted to achieve. The Roch series would have been what I was aiming for, just awesome city maps.
Now im just hoping other people keep maping so when I come back every couple of months or so there's something new to play.
This post has been edited by duke3d.exe: 24 April 2022 - 08:32 PM
#16 Posted 25 April 2022 - 01:45 PM
If you don't use custom high resolution assets with texture maps, 3d models and Polymer renderer, why don't you use custom high resolution assets with texture maps, 3d models and Polymer renderer. ( joking again, not meaning to derail topic )
This post has been edited by Mark: 25 April 2022 - 03:25 PM
#17 Posted 25 April 2022 - 06:08 PM
Though that paragraph also ties into why I don't do anything in general. Right now whenever I have the time to create something, I've been doing stuff that involves working on my 2D art skills. I feel like, that while the skills probably don't transfer all that well, I should probably get a decent grasp on 2D before moving into 3D.
#18 Posted 27 April 2022 - 06:14 AM
ck3D, on 23 April 2022 - 05:06 PM, said:
Because I suffer from depression. At some point during the mapping process frustration and apathy set in, then I find working on it becomes tedious and unsatisfying.
This post has been edited by Forge: 27 April 2022 - 06:24 AM
#19 Posted 27 April 2022 - 09:40 AM
#20 Posted 28 April 2022 - 07:49 AM
On the other hand I generally enjoy buffing up maps, polishing them and making them much more playable, and adding stuff to them that might escaped the creator's mind. But that's mostly for myself, creators wouldn't enjoy if someone else is bastardizing their work. For example, back then I buffed up Alejandro's ADG episode, because I thought it has more potential.
#21 Posted 28 April 2022 - 09:59 AM
But beyond that... I wonder if there would be interest for a map-along livestream thing in the future. I feel like one big gap with starting mapping and getting up to speed is just the sheer vertical cliff.
Being able to have instant answers instead of banging your heard for hours on some trivial unintuitive issue is a constant I find for new mappers struggling with.
I guess it would be a bit more course-like format. Would be kinda interested to do one when I have less commitments.
#22 Posted 28 April 2022 - 11:00 AM
oasiz, on 28 April 2022 - 09:59 AM, said:
But beyond that... I wonder if there would be interest for a map-along livestream thing in the future. I feel like one big gap with starting mapping and getting up to speed is just the sheer vertical cliff.
Being able to have instant answers instead of banging your heard for hours on some trivial unintuitive issue is a constant I find for new mappers struggling with.
I guess it would be a bit more course-like format. Would be kinda interested to do one when I have less commitments.
Pretty convinced that just sounds like the future, just in general, (I can be a bit of a broken record about this but) mapping is typically a solo activity and therefore everyone has always developed their own unique ways of composing with the editor (hence some style quirks but also a lot of unobservable routine operations I'm sure); more video reference would only help everyone's knowledge propagate and contribute to progress on the scene.
Another idea I've had before to help people start out is a tutorial but unlike every other tutorial that's basically a list of features, hotkeys, options and tech, one that would focus on teaching muscle memory to the player, that's basically the whole purpose of 'The Basics' in the Infosuite but I feel like the whole concept could be pushed further by narrowing down the most common operations (as apparent as drawing and editing walls but also as obscure and mundane as turning grid lock on and off) and providing the reader with a list of basic in-editor exercises articulated around those commands with just the right repetition, to help them figure out the gist of the fundamental controls in a very short time and only-so-incremental steps. But realistically, I'm most likely never finding the time to come up with something like that myself - just a 'would be cool if...'.
This post has been edited by ck3D: 28 April 2022 - 11:01 AM
#23 Posted 25 May 2022 - 10:45 AM
Still, I want to end this on a positive note and say that acknowledging these things has helped me out a little bit. Making levels still takes its "mental toll", but the motivations-lows aren't as terrible as they were before.
#24 Posted 26 May 2022 - 02:42 AM
Arzca, on 25 May 2022 - 10:45 AM, said:
To be honest, that's something that made me a bit reluctant to get back to mapping 2 years ago after a long hiatus, and perhaps also every other time I did take longer mapping breaks in the meantime. Turns out I might be a bit mental, but these things have become hard-wired into my muscle memory forever, of course, I still do learn new shortcuts and tricks, but as soon as I pop up the editor, these things always came back to me instantly.
#25 Posted 26 May 2022 - 03:01 AM
Arzca, on 25 May 2022 - 10:45 AM, said:
That is normal as whilst mapping you want as little hindrance as possible to get in the way of the spontaneity of the creation and so every technical difficulty that forces you to pause and think is undesired (that part of the process needs to happen but usually is best planned beforehand and away from the actual editor). I find that it actually really works when you're in that mood to not succumb to it right away and instead sit on and nurture that inspiration until a very accurate principle or base idea for your level starts to form and then once it has, you'll know it and it'll be nothing but execution time. If your idea involves a technical effect you're not so sure about anymore and need to spend time looking up and experimenting with, spend that practice time and energy on a test level instead and that should even provide you with a new layer of inspiration regarding the final use and settings.
This post has been edited by ck3D: 26 May 2022 - 03:02 AM
#26 Posted 26 May 2022 - 08:49 AM
ck3D, on 26 May 2022 - 03:01 AM, said:
This is exactly I was talking about. Be aware of the structure of the whole design process, and take the required actions to make it as smooth as possible for yourself to avoid massive motivation drops. It is good to have a "safety net" of somekind that prevents you from giving up entirely on a map (I use InfoSuite and some docs I've downloaded over the years before). Another good motivation booster I've learned is the "map surfing". I might just open a random user map and go check it in 2D and make a brief "analysis" of certain areas of the map and 5 minutes later I'm like: "so that's how it was made, cool".
I rarely plan my levels on paper, draw a sketch or any illustrations etc (more like very extensive brainstorming lol), but I think planning a few steps ahead and taking it slow if needed is extremely important when you're kind of in the "gray area", where your mapping motivation remains extremely high, but some ideas that come up aren't necessarily practical or they fight against the spirit or the theme of the level you've built up to that point. Shaking off those bad ideas can sometimes be challenging, but these days, I've learned to give myself the needed time to shake off the bad and wild ideas and look for the good ones instead - should it take a little longer. The good ideas tend to often emerge out of thin air when you least expect for them.
#27 Posted 26 May 2022 - 01:51 PM
#28 Posted 26 May 2022 - 02:30 PM
However when we put hardware related problems aside, my main problem is to get inspiration and to think of a plan and the way how to build rooms that will look nice. Even when some fancy ideas come up in my mind, i still have a problem how actually to interpret them in Mapster. From my previous mapping experience i can only say that whatever i make, it don't look good as i expected in my head to look like. That's the basic problem i have. Although i consider myself experienced at Mapster, i am still not experienced enough.
#29 Posted 26 May 2022 - 05:41 PM
Arzca, on 26 May 2022 - 08:49 AM, said:
This might speak to you a lot then:
I also don't draw any plans on paper or anything (I've only done that once or twice and think the last time must have been back in 2004), it's all mental. Maybe that actually helps too - the more I internalize the vision before laying it down the more I feed it and eventually it becomes so accurate I already know what needs to come out and how by the time I fire up Mapster.
Sounds a bit like the conflict in perspective vs. actual materialization Gingis is bringing up for himself but to a less 'extreme' degree.
#30 Posted 26 May 2022 - 11:39 PM
Also, for problems with inspiration, going on a walk or looking at pictures online of the thing you're trying to build is always the best idea.