A bit of inspiration...
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">From gabe newell himself.</div>In the recent interview at Trep-Software with Valve's "Managing Director", Gabe Newell, he was asked about how the competition may affect TF2. This was his response:
<i>"We usually have enough trouble doing what we want to do without worrying about what other game developers are doing. There was a period when we tried to do competitive analysis but it was just a big waste of time. We're going to try and build stuff that makes sense to us, and then let our customers tell us how to do it better, and not try to chase after other people's designs."</i>
I believe that this could be applied to level design as well. Reword it as follows, and you've got a bit of inspiration on your hands:
<i>"I usually have enough trouble doing what we want to do without worrying about what other level designers are doing. There was a period when I tried to do competitive analysis but it was just a big waste of time. I'm going to try and build stuff that makes sense to me, and then let the players tell me how to do it better, and not try to chase after other people's designs."</i>
Just thought I'd share that, since it would be a good thing to apply to this community in particular, where there is such an amazing selection of professional grade maps from the NS team. It's a bit easy to get discouraged... so try to keep this in mind.
<i>"We usually have enough trouble doing what we want to do without worrying about what other game developers are doing. There was a period when we tried to do competitive analysis but it was just a big waste of time. We're going to try and build stuff that makes sense to us, and then let our customers tell us how to do it better, and not try to chase after other people's designs."</i>
I believe that this could be applied to level design as well. Reword it as follows, and you've got a bit of inspiration on your hands:
<i>"I usually have enough trouble doing what we want to do without worrying about what other level designers are doing. There was a period when I tried to do competitive analysis but it was just a big waste of time. I'm going to try and build stuff that makes sense to me, and then let the players tell me how to do it better, and not try to chase after other people's designs."</i>
Just thought I'd share that, since it would be a good thing to apply to this community in particular, where there is such an amazing selection of professional grade maps from the NS team. It's a bit easy to get discouraged... so try to keep this in mind.
Comments
And it's always a good idea to listen to people's suggestions, no matter how dumb they may sound. While it is ultimately up to you to decide what you put in, remember that if people don't like it, people won't play it.
Last night I had a chat with my girlfriend and she told me to not worry about what other people are doing, and just concentrate on my own map. Exact words:
don't listen to other people!
if there's one thing i've learned it's that no matter how good you think their work is, if you keep on going without comparing you can EASILY beat them.
Wise words from a wise woman <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Back on topic, this is what I find to be the hardest thing about trying to contribute to NS in the form of mapping - There are so many people here with insane amounts of ability that I can't help but feel heavily outclassed in comparing my ns_veil screens to, say... hera, bast, ss nothing, whatever space ape's map is called, sync, and many more. I've never seen a mod with this quality in the level design AFTER release, let alone before. I mean, true, we [community mappers, that is] can't really judge any maps until we've seen them in-game and feel how they play, but it seems that every screen is more impressive than the last.
I really am haunted by this, being as self-critical as I am. I'd love nothing more than to be able to claim ns_veil as an official first-release map (well, a few other things aside, of course), but I personally see that as impossible with the quality of the other maps that are floating around. From the sound of it, everyone except Relic and Merk are worrying about the same thing - with the exception that you two still get your map in the release, heh...
I dunno, I'm pointlessly rambling now... I apologize for what has probably been a waste of your time.
/me checks his Romero-Locato-Matic
Nope, nowhere near any critical game developers. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Mmmm...hamburger.
So far, much of what I've seen from you BSP jockey's has been nothing less than spectacular. Everyone has come up with interesting and imaginative ideas, and even though you all use the same WAD, you end up with maps that seem incredibly varied. I've never seen anything like it.
And besides, having lots of other good mappers about you should be inspiring - leading you to make your own vision even better in order to compete. Quite a brotherhood.