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About Tracer

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  1. Does anyone else think that it's hard to judge your own maps?  Whenever I make a map, I test it and feel like it's missing so much.  Often times, they are.  But a lot of the time, I have people test them out and they like them.  

    1. BigDickBzzrak


      Funny thing, my experience is the complete opposite! I spent about half a year making that one map. During all those 7 months, I was literally like:

      "Doomworld never saw THIS coming",

      "Where's my golden cacodemon",

      "I don't think I'll make something this good ever again",

      "Ha! skillsaw makes great maps, you say? Obviously you haven't seen me",

      "Jesus Christ almighty how did I fit such a masterpiece into vanilla limits?"



      and in the end its average score on /idgames was 2,25 the last time I checked


      D -- D I S A P P O I N T M E N T

    2. Fonze


      Lol <3 bzzrak


      Trace: you have to learn to gauge both your feelings and the feedback of others (individually) based on the actual standards of the community, which you get by playing many other maps and figuring out what they did well that you like. Sometimes you gotta learn a bit from mapper A and a bit more from B.


      Getting into that incessant feeling of missing something: there really isn't an easy/blanket answer. Making maps is art and there are few rights/wrongs in art, added to the fact that being open to interpretation, (let's take visuals as an example) you might like maps that are really plain while somebody else likes visual noise bordering on a cry for mental help, or vice versa. But while we all recognize that both we each see things a mite bit differently and that even to ourselves there aren't many rights/wrongs, there is a standard out there somewhere. After you find it, you have to place both yourself and your goals on that line, which will help give you a sense of perspective on what you will wind up with. If you want tons of detail, keep adding more (though try to keep it cohesive!) or if you want a minimally detailed environment then find a good place for "good enough" and texture things efficiently to maximize the light line use. But in the end what this comes down to is "if you have to ask yourself 'is this (good) enough?' then it probably isn't. You know when you hit the bullseye; if you don't, your sights are wrong (going back to plotting oneself and one's goals on that 'standards' line).