How do you finish things?

ZeGermanMedic

L1: Registered
Sep 10, 2014
24
8
How do you finish things?

Thats my big question. I always come up with my great ideas, just to throw them in the bin about 2 days later. Most of the time because i just dont have much creativity, get bored or throw up the project because everythings bugged ( ffs displacements. ).

I think its just, i see these super-awesum-hyper-detail-mpas that everyone loves to play. So i want to do that too. Later realizing i dont even come close to what i wanted.

Did you have problems like that with mapping too? And if so, leave a post please what you do about things like that. :D

- ZeG'
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
If you're a newbie, this is just the way things go. You learn fast and it's often quicker to take what you've learnt into a new project rather than spend hours, days even weeks fixing an old broken map and stunt your learning in the process.

The fact that you're moving onto other projects is probably a good thing in this respect. Unless you're not learning from your mistakes that is.

Fighting to complete a project that is fundimentally flawed because of rookie mistakes is like cutting against the grain as it were. So don't get down about starting new projects. Eventually, you'll make something that works to your satisfaction that you'll have to find the determination to finish. Our contests are good for that, as there is a strict deadline to work towards.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
I had few maps that I started and never gotpast a1, until I got to koth_thermic. I guess you just need to find a fun design that you are willing to improve and change a lot without giving up. Also, not detailing at all in alpha helps A LOT. (Edit: what grazr said about learning from past mistakes is a big part of it, too)
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
I had few maps that I started and never gotpast a1, until I got to koth_thermic. I guess you just need to find a fun design that you are willing to improve and change a lot without giving up. Also, not detailing at all in alpha helps A LOT. (Edit: what grazr said about learning from past mistakes is a big part of it, too)

In fact, where do you think my cp_hangar came from? Literally it came from this guy's mistake. It was a good base, and I knew I could do something with it. So, I recommend starting with an orphaned map. It's an easy head start, and you just need to fix the REALLY glaring mistakes. After that, you have a base that you can work with, and hopefully it will be smooth sailing from there.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It took me years before I was able to finish anything worthwhile. You just have to keep at and ensure that you're learning from mistakes.
 

ok comp

L2: Junior Member
Mar 16, 2011
51
15

These are great videos (thank you for sharing!), and I totally agree with the idea of finishing small projects before taking on larger ones. It reminds me of how I got my start mapping, with Day of Defeat. I spent an entire afternoon reading guides, configuring hammer, and learning how to navigate the program. By the end of the day I learned how to make a hollowed out box, no bigger than a prison cell and textured on all six sides with grass. When I spawned in that grass box... I felt so accomplished! I knew I could grow from there. The next thing I made was a house... very basic. A house and a yard. Then my first map which was a mess, and it was optimized like hell. Then the next map, and so on.