PLR Cease Pipes [Deleted]

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Cease Pipes - 01010100

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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
I don't believe anyone is saying you're a bad mapper. It might seem that way when you're flooded with feedback and criticism of past submissions, but it's always important to remember that nobody is saying you're bad, but rather just giving you input to improve. Don't give up on mapping, you've only just begun!
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
This map is a joke. I made this map because I was angry at myself for not being able to make a decent map. Every map that I have been poorly reviewed. So I said fuck it and made this map. Apparently, I am a bad map maker so I decided to make a terrible map and this is what you get.
Making a bad map on purpose is different from making a map and learning from it.

This one could be a good start though. Move the carts to start at the middle and then move into the team's bases, that'd be a fun PLR map!
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I know exactly what you mean - putting lots of time and effort into your work only to receive nothing but negative criticism is disheartening to say the least, and it's easy to lose faith in what you're making as a result. It's also easy to misinterpret criticism as someone outright disliking your work, which is often not true.

The thing is, level design is a highly iterative process, and it's impossibly rare for somebody to make a map that plays flawlessly in its very first iteration - especially if it's a map for TF2, which has a million different playstyles and therefore a lot of things to bear in mind when designing a map. So when you receive criticism for your work, it's not being done out of spite - it's being done to help you, by highlighting the areas in which you can improve.

Making a deliberately shitty map because you think you're a shitty mapper, however, is not going to get you anywhere, and it's not gonna make it any easier for us to help you improve. And I don't recall anyone ever telling you you're a bad mapper; only you're saying that.

EDIT: It's also worth noting that level design is, like all skills, something that takes a lot of practice. The more seasoned mappers (and feel free to chime in, you lot) here have been at it for many years. And part of the process of improving is learning how to take criticism and put it to good use, rather than giving up as soon as someone says something bad about your work. It's a mindset that takes some time to learn, but it'll help you in the long run, both with mapping and with life in general.

Remember: criticism of your work is not criticism of you.
 
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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I don't believe anyone is saying you're a bad mapper. It might seem that way when you're flooded with feedback and criticism of past submissions, but it's always important to remember that nobody is saying you're bad, but rather just giving you input to improve. Don't give up on mapping, you've only just begun!
I don't mind feedback and criticism. Really I don't mind that at all. But there is so much negative feedback and criticism and no positive feedback and criticism, That is the thing that bugs me.

Edit: When I mean by positive feedback and criticism. I mean, hey you are doing great but there are some things that you can fix.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I know exactly what you mean - putting lots of time and effort into your work only to receive nothing but negative criticism is disheartening to say the least, and it's easy to lose faith in what you're making as a result. It's also easy to misinterpret criticism as someone outright disliking your work, which is often not true.

The thing is, level design is a highly iterative process, and it's impossibly rare for somebody to make a map that plays flawlessly in its very first iteration - especially if it's a map for TF2, which has a million different playstyles and therefore a lot of things to bear in mind when designing a map. So when you receive criticism for your work, it's not being done out of spite - it's being done to help you, by highlighting the areas in which you can improve.

Making a deliberately shitty map because you think you're a shitty mapper, however, is not going to get you anywhere, and it's not gonna make it any easier for us to help you improve. And I don't recall anyone ever telling you you're a bad mapper; only you're saying that.

EDIT: It's also worth noting that level design is, like all skills, something that takes a lot of practice. The more seasoned mappers (and feel free to chime in, you lot) here have been at it for many years. And part of the process of improving is learning how to take criticism and put it to good use, rather than giving up as soon as someone says something bad about your work. It's a mindset that takes some time to learn, but it'll help you in the long run, both with mapping and with life in general.

Remember: criticism of your work is not criticism of you.
I know nobody saied that i was a bad mapper. It just so much negative feedback it looks like i am a bad mapper.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Think of it this way: we were all bad mappers once. Every one of us picked up level design one day and made something that our more experienced peers criticized the hell out of. But that isn't the end of the road! The "good mappers" got where they are now by listening to feedback (both positive and negative) and committing themselves to improving. It won't be easy, but dedication and willingness to learn are the most important qualities to have if you want to make great maps in the future.

So my point is, you're still on the first step of your mapping career. There's no shame in starting out bad.
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Every one of us picked up level design one day and made something that our more experienced peers criticized the hell out of.
wait, but what about the very first mapmaker? I know this may seem off topic, but I kinda genuinely want to know how the first mapmaker functioned... how they were able to get good enough to eventually leave feedback for the rest of us... Who, and How?
 

sooshey

:3c
aa
Jan 7, 2015
514
410
wait, but what about the very first mapmaker? I know this may seem off topic, but I kinda genuinely want to know how the first mapmaker functioned... how they were able to get good enough to eventually leave feedback for the rest of us... Who, and How?
the first mapmaker was valve......who happened to have level design experts on their team....
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Most people think that the road to success and the road to failure are two separate paths. Successful people know that they are the same road- the road to success is paved with failures.

Let's be honest- for a while, a lot of your maps are probably going to be bad and you're going to get a lot of negative feedback. I'm new, so lot of my maps are probably bad, and I've gotten a lot of negative feedback. A lot of Crash's early maps were probably bad and received lots of bad feedback. What separates a successful person from a failed person isn't the number of times you fail in the beginning, but whether or not you will let those failures define you, or if you will improve so that you can not fail in the future. Failure isn't defeat- you are only defeated when you give up.

So don't give up. Keep walking down that road of failure until you finally reach success.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Think of it this way: we were all bad mappers once. Every one of us picked up level design one day and made something that our more experienced peers criticized the hell out of. But that isn't the end of the road! The "good mappers" got where they are now by listening to feedback (both positive and negative) and committing themselves to improving. It won't be easy, but dedication and willingness to learn are the most important qualities to have if you want to make great maps in the future.

So my point is, you're still on the first step of your mapping career. There's no shame in starting out bad.
I know it takes time to learn and everybody was a noob at first but, I would just like some positive reinforcement that's all.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
From my year experience of mapping, I haven't gotten "negative" feedback at all. Only feedback consisting of opinions and criticism.
 
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