Ideally, this would never be a issue, but I tend to overstrech myself as my mapping project grow old on me. Then I start more and more projects, with few of them actually becoming finished. So do you have any tips on how to keep interest and focus on your project, to keep it fresh?
At least one thing I've become aware of is that I should make more changes before I test the map. If you test the map for every little nitpicking change, you'll become weary of it. It's better to make alot of changes at once, and to make temporary "cheat-triggers" so that if one feature of the map doesnt work, you can test out other parts of the map without being stuck where the first feature failed.
I think only reason what keeps me sane is that I have gotten a few nice people that constantly help me to test my map. This wouldnt be such a issue if you could test your map some other way...but not in bnet2.0...
I cant really keep myself thast well motivated. I need to play and test stuff and get some feedback every now and then.
Like Zenx said, testing it often with a couple of palls is a good way. Let them see what you've created and observe their reactions. It helps.
P.S. What universe is that map in your picture from, Njordys? I'm positive I've seen it before but I have no idea where. Heroes of Might & Magic? League of Legends?
EU Map Night, if youre lucky you might as well get some feedback in one of those huge posts in the map night thread. But you get guaranteed feedback while in game or at least after the game in the chat channel.
Taking things in steps is crucial. Don't complete half a step then move on, because that "half step" will just rot and you'll be hesitant to return to it the longer it waits.
Take frequent breaks. I don't just mean while using the editor, but after you've finished a "step", take a break for a day or two while your changes settle into your mind. This part is really important, if things aren't clear in your mind, it'll gradually become more and more messy to work on.
Lastly, play other games. Don't be afraid of taking a week off to play some other game. It actually really helps.
Ideally, this would never be a issue, but I tend to overstrech myself as my mapping project grow old on me. Then I start more and more projects, with few of them actually becoming finished. So do you have any tips on how to keep interest and focus on your project, to keep it fresh?
At least one thing I've become aware of is that I should make more changes before I test the map. If you test the map for every little nitpicking change, you'll become weary of it. It's better to make alot of changes at once, and to make temporary "cheat-triggers" so that if one feature of the map doesnt work, you can test out other parts of the map without being stuck where the first feature failed.
If you have more tips, let me know :)
Same here, lol. I never finish any map.
However, I got interested people in the last one, and they usually remember me about updating it and releasing it. It makes me keep working on it.
Taking breaks are quite a good tip. I tend to overfocus on one hobby or activity at a time, spending almost all free time on that activity for a week or two. I think I'll play another game today.
And to add to suggestions/tips, implement concepts before content. I'm working on this campaign mission where half the mission is 100% finished and functional, and the other half is not even began on.
It is perhaps best to make a functional map with basic concepts, and get feedback on that, and wait with all the scripted attack waves and careful doodad placements before you know if it's actually worth the workload.
P.S. What universe is that map in your picture from, Njordys? I'm
positive I've seen it before but I have no idea where. Heroes of Might &
Magic? League of Legends?
I actually find that taking long breaks is counterproductive. In my experience, the best way to develop a habit of consistently motivated work is to create 2-3 projects at once while playing at least one game that isn't of the same genre of any of the projects you are making.
For me, that means if I'm making a massive list of spells in one of my project, I make sure I skip that part in any of my other projects until the first project is past that. So I might work on terrain or custom icons/textures in photoshop for another. This prevents you from feeling "burnt out" because you are routinely changing the scenery.
For the game, I wouldn't do any sort of hero RPG because of my spells (you'll spend more time comparing your spells than enjoying the game) and would avoid the same art style I'm making for my own map because mine are bound to be less professional by nature of being just one man. Thus I'm more likely to play an RTS or FPS.
By branching out into different areas I feel like I'm doing something new all the time when really I'm doing a LOT of mapping with gaming.
Oh btw I haven't been on forums awhile. On topic...
There's terrain, data, and triggers...hmmm...which should I pick first...
I would do Data first. Try and make all the units you need and name them and go through and make all the basic units. Then I'd go into terraining and fix that up until it's all done. Then I'd go into triggers and make all the basic triggers. If you have abilities, behaviors, or any other things in data you need, go back to data and fix those up. That's how I go from beginning to end. :)
Ideally, this would never be a issue, but I tend to overstrech myself as my mapping project grow old on me. Then I start more and more projects, with few of them actually becoming finished. So do you have any tips on how to keep interest and focus on your project, to keep it fresh?
At least one thing I've become aware of is that I should make more changes before I test the map. If you test the map for every little nitpicking change, you'll become weary of it. It's better to make alot of changes at once, and to make temporary "cheat-triggers" so that if one feature of the map doesnt work, you can test out other parts of the map without being stuck where the first feature failed.
If you have more tips, let me know :)
I think only reason what keeps me sane is that I have gotten a few nice people that constantly help me to test my map. This wouldnt be such a issue if you could test your map some other way...but not in bnet2.0...
I cant really keep myself thast well motivated. I need to play and test stuff and get some feedback every now and then.
Like Zenx said, testing it often with a couple of palls is a good way. Let them see what you've created and observe their reactions. It helps.
P.S. What universe is that map in your picture from, Njordys? I'm positive I've seen it before but I have no idea where. Heroes of Might & Magic? League of Legends?
EU Map Night, if youre lucky you might as well get some feedback in one of those huge posts in the map night thread. But you get guaranteed feedback while in game or at least after the game in the chat channel.
Taking things in steps is crucial. Don't complete half a step then move on, because that "half step" will just rot and you'll be hesitant to return to it the longer it waits.
Take frequent breaks. I don't just mean while using the editor, but after you've finished a "step", take a break for a day or two while your changes settle into your mind. This part is really important, if things aren't clear in your mind, it'll gradually become more and more messy to work on.
Lastly, play other games. Don't be afraid of taking a week off to play some other game. It actually really helps.
Same here, lol. I never finish any map.
However, I got interested people in the last one, and they usually remember me about updating it and releasing it. It makes me keep working on it.
Taking breaks are quite a good tip. I tend to overfocus on one hobby or activity at a time, spending almost all free time on that activity for a week or two. I think I'll play another game today.
And to add to suggestions/tips, implement concepts before content. I'm working on this campaign mission where half the mission is 100% finished and functional, and the other half is not even began on. It is perhaps best to make a functional map with basic concepts, and get feedback on that, and wait with all the scripted attack waves and careful doodad placements before you know if it's actually worth the workload.
Actually, it's a fantasy-map I made in GIMP. I just shamelessly use it as an avatar because I'm quite proud of it :p http://njordys.deviantart.com/gallery/24671773#/d42fnl5
I actually find that taking long breaks is counterproductive. In my experience, the best way to develop a habit of consistently motivated work is to create 2-3 projects at once while playing at least one game that isn't of the same genre of any of the projects you are making.
For me, that means if I'm making a massive list of spells in one of my project, I make sure I skip that part in any of my other projects until the first project is past that. So I might work on terrain or custom icons/textures in photoshop for another. This prevents you from feeling "burnt out" because you are routinely changing the scenery.
For the game, I wouldn't do any sort of hero RPG because of my spells (you'll spend more time comparing your spells than enjoying the game) and would avoid the same art style I'm making for my own map because mine are bound to be less professional by nature of being just one man. Thus I'm more likely to play an RTS or FPS.
By branching out into different areas I feel like I'm doing something new all the time when really I'm doing a LOT of mapping with gaming.
this helped me thx, but i have a question... when making a new map after you do the planning and everything where should i start in the editor?
@aczchef: Go
Oh btw I haven't been on forums awhile. On topic...
There's terrain, data, and triggers...hmmm...which should I pick first...
I would do Data first. Try and make all the units you need and name them and go through and make all the basic units. Then I'd go into terraining and fix that up until it's all done. Then I'd go into triggers and make all the basic triggers. If you have abilities, behaviors, or any other things in data you need, go back to data and fix those up. That's how I go from beginning to end. :)
well terrain would be hard in my one case campaign cause its gotta fit the story line but data i guess units then spells then visuals... i guess
1. Make a map you want to make, more importantly, make THE map you want to make.
2. Only partner if you know the person.
3. Only partner if you know how to partner.
4. If you have to wait for someone else to do something, it's their project, and you will lose interest if they consistently run behind.
5. Don't procrastinate, but don't over do it. That grunt work wont do itself, make a commitment to complete segments each day you are able to.
6. WHEN you have to redo something, remember you learned something very important.
Those are my biggest lessons learned right there.