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Re: The politics/philosphy of mapping | ||
Posted By: RyokoTK | Date: 8/18/06 4:34 p.m. | |
In Response To: Re: The politics/philosphy of mapping (Aaron Sikes) : That's always been my take on things, too. But it's more a matter of
It hurts. It hurts when you want to do it, but can't because of Real Life Issues. It hurts when you can, and you know you should, but you lack the inspiration. It hurts when there's a deadline you have to make, and you don't know if you're going to make it. It hurts to fail to live up to your own expectations. It hurts to think you didn't do a good job. Making my scenario was one of the most painful experiences for me. Fun. But painful. : I also agree that we're not out here trying to outdo one another or make The
Trying to be "the best" in this community is such a bad idea anyway. Why even bother? The term is defined differently by different people, to a point where it's impossible to actually make "the best." To me, "the best" is Marathon EVIL. I don't even know why, because a lot of the mentality behind its levels does not jive with my own. But to me, it's the best. Many people believe Rubicon is "the best." What's the difference? Who knows? To me, when you set yourself out making a scenario, you need to have an image. There needs to be a certain mentality behind your game, which makes it different from any other scenario. What do you want the player to be focusing on while he plays? The monsters he's killing, or the rooms he's killing them in? For scenarios like Tempus Irae and Rubicon, I can wager that they intend to shock and awe the player with excellent architecture. For my scenario, I'd much rather focus on fast and furious combat. The testers tell me the architecture is good, which is fine with me. : "If at some time you come to see your painting as having no touch of the
So true.
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