Good question, and one I'm prepared to answer in full:
Why does this takes so long?
Just 100 lines per map , ridicilous...
I often plan my maps in advance on paper. This can vary depending on the complexity of the map, as I often draw a minor spaghetti-ball of paths and then use coloured felt-pens mark off key-door areas before I even attempt to draw anything that looks like the plan-view of a proper map.
For 100-Lines maps, these plan-views are really slow to draw because I am basically counting every last straight line I draw; and double-checking, taking into account linedef splits and such.
Translating this into Doom Builder isn't a quick process either, because there's quite a lot of fiddling around with heights and things to make sure that sectors sharing the same 2-sided linedefs don't 'clash' with each other; that is, if one area which is supposedly an enclosed sewer (for example) shares lines with an outdoor area, I don't want a small gap between the two destroying the illusion.
And then, of course, there's testing. I make sure every structure works as intended (even if interacted with in ways that are not intended) even before I start populating the map with things. But when I get around to that, I make sure every difficulty is playable, even with different approaches; I will typically do one playthrough in each difficulty in three different styles - careful play, reckless play, and time-attack play. If the map 'works' in all three of those, it's ready.
100 Lines maps are smaller than my usual maps, obviously. But that doesn't mean I can't take time over them; admittedly, I knocked up a couple for the 100 Lines project in under two hours -- the time spent planning and testing will always differ.
But the crux of what I'm trying to get at, is that I give a shit about what I'm doing. I don't rush. I make the best maps I can, even with a restriction on linedef count.
Hope that's a full enough answer for you. ;)
Last edited by Jayextee on Jul 18 2013 at 23:24