: Very much so to me.
: Also, my take on the "for yourself" or "for other people"
: debate is, as usual, "yes". A good map should do both, with
: preference given to yourself in case of conflicts (for aesthetic/design
: issues that is; if other people have aesthetic/design complaints, giving
: preference to your own apathy or laziness is not good.
I definitely agree with you there. I know I've said this elsewhere, but...I fully expect my first map uploaded to fileball to come back shot full of holes and covered in red ink.
: It'd be better to
: try to please those people if you can. However, if there's something you
: did by design and you like it but other people don't, tough for them).
I guess this is where I stand as well. Nobody can be/should be expected to make everybody happy. And with the amount of effort that goes into making a single level, we might well argue that the designer's preferences should be given full sway. If people don't like a map, so be it. Yet more reason, however, for collaboration on scenario development. Inevitably, any mapmaker's style can get to be tiresome for some people, if only for reasons of predicatability. Consitency is nice, but variety keeps things alive.