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Re: The politics/philosphy of mapping | ||
Posted By: RyokoTK | Date: 8/17/06 9:10 a.m. | |
In Response To: Re: Thanks for all the input--and apologies... (Adam Ashwell) : Keep in mind that you will never be fully satisfied with what you've created.
This is so true, but beyond that, one of the things that all mapmakers should learn from day one is perseverance. I gave Chris a hard time in this same topic over Rubicon, but in the end, he has the perseverance to turn his image into a reality -- a feat that very few people in this community can pull off, and surely not on that scale. Two years ago, I begun construction of my own scenario. Now it's almost done -- at a (relatively) dimunitive length of 17 levels. And yet, that's 17 levels more than almost anyone can make and compile into a scenario, and the difference between me and them is perseverance. Mapping is something I love to do, above anything else related to Marathon and almost anything computer-related. There've been long stretches where I stopped working on the scenario. Part of it... : The first map I made for Eternal, the 8th level of the first chapter (called
...is this. Almost every mapper out there (except, ironically, for the worst ones -- usually) goes through periods like this. I'd map for a bit, then stop, thinking my work was horrid, bland, dry, featureless compared to the other scenarios. Then I'd just give out my latest creation, and people would have nothing but high praise, and I'd be back to work. It's sometimes hard to remember that Marathon mapping is hardly a contest. To me, the most fun scenario ever is still Marathon 2 -- the simplistic, straightforward, short and easy part of the trilogy. You can spend years making your textures as hi-res as you want and as beautiful as ever, but if it's not fun, it won't be appreciated -- but quick and easy carnage will always have fans. : [snip] but that's all part of mapmaking. You learn from your mistakes. Quoted for truth.
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