Doom Builder has been the center of my curriculum during my elective classes on Fridays at my school for a number of years now, and as I have some unique problems which people at home who decide to take up mapping won't come across, I've also created some of my own resources, and have some ideas on this subject as well.
Some of the unique problems: The students who take my class chose mine from a list of classes, including debate class, dodgeball, and darts. I teach a course of 12 weeks, each week has 2x40 minute periods, and the first week is 'tryouts' (for them to choose, not me), which is usually a class filled with over 25 students. From the second week on it's usually around 10 students (most students leave when they find out it's not twelve weeks of just playing games, and they actually get homework and everything, some leave because their English level is not up to par - did I mention I'm in China?).
Homework pressure is really high here, especially in subjects such as Chinese and mathematics, which leave them little time to actually spend time on mapping, as well as some who treat assignments in my class as any other kind of homework - something they have to do and thus don't want to. On key aspect in mapping is that you're interested in it and are willing to spend time doing (something some students luckily take to heart). But then there's the fact that many of my students never heard of Doom until they get introduced to it by me, love it, but haven't played it nearly enough to understand the dynamics of proper dispersion of monsters and pickups. Their parents usually don't believe them when I ask them to play the game as homework. ;-)
My requests to the school to have students in a similar age level usually fall upon deaf ears, so I have 11-year-olds and 17-year-olds in the same class, making it harder for me. One last problem: the school's resources seem to be limited -for me- to old computers where OpenGL doesn't seem to work well. Which sucks.
Now that you've read my story which has little to do with this topic other than teaching and Doom mapping, here are some of the ideas that I like:
The first Doom Builder came with a tutorial in PDF format ("Doom Builder: An Illustrated Guide" - find it on the bottom of this page), written by John W. Anderson, which I found very useful. It was indeed written as a step-by-step guide in a single, small map, showing how to work with Doom Builder through either the menu or shortcut keys, different approaches towards similar goals, explaining different functions within a (Vanilla) map, and focusing -somehwat- on level design and aesthetics, all within a single map. The map was small and, although playable, not very exciting, but it provided all the necessary information, guiding the user through different functions, and at the same time giving the user a sense of accomplishment during each step toward the goal of actually completing this small map.
I know I'm verbose - I'm all for a tutorial showing different functions progressing over a single map (over several videos perhaps), showing several different functions rather than just explaining how to do this one thing in one example. You could show how to do, for example, slopes, PolyObjects, or 3D sectors, how to place it well on your map, and how to make it look functional, rather than just a quick 'here's how to do it, have fun figuring out how to actually implement it well'.
Different design styles can be used in this one video. Different approaches can be shown. Perhaps even different 'lecturers' can take turns hosting different video tutorials in progressive steps while still using the same map. I think it would be a great idea.
For teaching a 'class', I think one on one would be better than a group, although the latter may be found easier and less time consuming, but then you'll deal with different people's schedules as well as speeds. I often have to slow down my class to the speed of the slowest participants, aggravating some of the other, faster students.
About my teaching: I don't get a lot extra for this, but I mainly do it because I like it better than teaching Science, English, or even my regular IT curriculum. I have students who, for the most part, WANT to be here, but I'm in no way an accomplished mapper as in, I've released nothing other than one small entry in the Doomworld Mega Project (MAP11), which originally was an example map for my class showing doors, lifts, and teleports.
I am user #666 on this board. Fear me.
Last edited by scorpion on 04-11-14 at 04:02