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Mapping plans for future
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UT Name: Terraniux UT Since: 1999
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PostPosted: Fri Mar 04, 2011 2:46 am
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Lock topic now if you please.


Last edited by Terraniux on Fri Mar 04, 2011 1:55 pm; edited 4 times in total
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UT Name: Demona UT Since: 2000
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PostPosted: Fri Mar 04, 2011 8:11 am
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-BoB- wrote (View Post):
I have the same situation with the coding. I sometimes get a 'bob thats a good update' post, but its not something that I get that often, or something that I demand from everyone. But even so, I still have the personal confidence to know that I am doing a good job, and will continue doing so regardless Smile
 

You keep this in mind Terra.
BW doesn't get a lot of support for the time he spends improving the site, same with BoB for the mutator, and same with mappers from all communities.

You make it sound like you're different from them by the amount of efforts you put into your works, and want to make that known around you because you think it's fair game.
You are unaware that the other workers around you are actually precisely going through the same thing.

You have no clue how much time I spent in my maps, fixing the broken BSP in MH-Terraniux by modifying half of the level brush by brush, rebuilding testing fixing rebuilding testing fixing rebuilding testing... screwing things up and restarting all over from a previous version, how much time I spent dissecting tons of game scripts, searching and reading wikis to learn how to make mercenaries able to fire shock beams and in the correct direction, fixing the invulnerability bug on shields, making them invisible, making the boss' health able to change with to the number of players, making the invulnerability pickups, or how many times I grabbed my calculator and played with monsters draw scale to give every mercenary of the level a unique health value ending with a 0, making them change positions every time you replay the level, or making them defend or patrol. And the same goes with MH-Retarded. Custom weapon, custom monster behaviour, custom music management, various tricks to force or prevent players from doing this and that. You'd be surprised at how much things have been carefully considered in every single room there.

Then forum users read your threads without replying. Players casually drop by in your maps, calling shit or awesome the exact same things.
You see anyone whining about that?
What's important is how much confidence you have in your own work, and whose opinions are valuable. That's enough to know whether you should feel satisfied and made a good use of your time.

Praise is a nice plus when it comes from the right people but it's in no way a requirement. In my case at least, knowing that my work is how I wanted it to be is what I'm looking after, which I can do alone for the most part, with the late help of some testers.
Most players won't ever notice that the monsters move around the map and have realistic HP, I knew this before I started, yet I still went for it, because that's something I personally wished for.
Similarly, you should know before you start working that you'll never reap as much praise from your work as you'd like to, because you're making something that matches your tastes, which naturally puts you at the top of the users able to enjoy the end work, and therefore no one is better suited to say "I love this" than yourself.
If you feel like you can't give up on praise, then give up on the activity itself and find a more satisfying one to invest your time in.

You're the only one among us to complain because you haven't acknowledged this situation yet. I've seen a lot of younger makers doing that.
I also suspect you seek attention because you lack the ability to gauge your work yourself.
Things will get better when you stop being self-centered and start looking around you.


EDIT: if I were to be wrong about this, that you actually have very little interest in your own considerations and only look to define the value of your works by foreign opinions, making maps that are widely popular among dU players is no hard thing and you shall find quite a convenient way of doing so with MH-ABC: Assault the Boom boom Crystals. Idea
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PostPosted: Fri Mar 04, 2011 1:35 pm
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I'll have to get one of my old friends in here, he will slaughter you with problems he can find in maps  Idea  And he doesn't hold back his criticism's either  Laughing


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UT Name: Terraniux UT Since: 1999
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PostPosted: Fri Mar 04, 2011 1:54 pm
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EA_Elemental wrote (View Post):
I'll have to get one of my old friends in here, he will slaughter you with problems he can find in maps  Idea  And he doesn't hold back his criticism's either  Laughing
 


As long the perfect human does not exist, completely perfect maps can not exist.
Mistakes, and little problems in maps only show themselves when you do not expect it.
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PostPosted: Fri Mar 04, 2011 3:29 pm
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Tell me about it.. he made MH-Annihilation-V240 fgs... haha


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PostPosted: Fri Mar 04, 2011 3:58 pm
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I sometimes dont ¬īlike how monsters spaw continuos in the same place.
That could be randomized by additional creaturefactories and better respawn timing ... .
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PostPosted: Sat Mar 05, 2011 1:59 am
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Last edited by POTS on Sat Sep 01, 2012 7:48 pm; edited 1 time in total
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PostPosted: Thu Jul 14, 2011 11:26 pm
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I'll scratch a few projects from my to-do list.

MH-Terraniux2
MH-Cube2
MH-CrystalMine3-SE


My current projects are:
MH-DestinationDancefloor2
MH-no name yet, the city map

and the mapping goes not well, I am a bit out of inspiration  Surprised
And my editor does somehow weird these days. Encountered crashes I have never seen before.  Evil or Very Mad

Perhaps I should enjoy my current vacation and quit mapping for a few weeks and try again to get more progress.
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