yeah, mapping is kind of in a rough spot too
**unfiltered stupid rambling that instantly lowers the quality of discussion**
The Unnecessary History of Fubar
Figured I'd chime in since we have not had a mapper's perspective
My story begins when suijin made it in the game. I was in a pretty bad spot back then, my mapping skills had plateaued and I didn't really see much value in sticking around tf2m anymore. I didn't have time to make maps anyway since university was sucking away all my time and energy. But I eventually got a glimpse into suijin's numbers. Gunmettle numbers were good, very good. The new campaign format was a breath of fresh air and I was excited for the future of tf2. I eventually managed to convince myself to quit university. I wasn't enjoying my school, the classes were awful and the overall culture of the university was disgusting so it didn't take much convincing, quitting was the right move regardless. I didn't have a plan, I just quit and took it from there. I never really counted on getting valve money and living off of that but I went back to mapping because it's what I enjoyed and I wanted to finish the many projects that I had neglected because of school. Through some weird introspective magic, my skills kinda skyrocketed at that moment. I sort of took all the side knowledge I had and incorporated it back into mapping and everything just came together. In my mind, this marked my transition from a mapper to a level designer. Fast-forward one month later and an article about TF2's workshop featuring a map of mine made it in PCGamer. That's when things started feeling a little too real for me. Fast-forward a couple months, on a random november night, I received an email from Valve. They wanted cp Vanguard for the Tough Break update. That came with a feeling of validation that is difficult to grasp unless you've been in that situation. For a moment, I didn't have to worry about anything. I had just cleared all my student loans in one go and I was back on a clean slate. Tough Break numbers were alright, not great but still pretty good, maybe half as good. I figured that I would be able to do this for a while. Worst case scenario, I'd fail to publish an other map but I'd at least end up with more portfolio material so I took the dive. I had nothing to lose.
"The Plan"
Have a map for every foreseeable update, there seemed to be so many opportunities.
1. Have a map ready for the next campaign
2. Have a map ready for Halloween
3. Have a map ready for holidays
4. Have a map ready for every community update that looks like it's too big to fail.
It seemed reasonable at the time, not all of those maps had to be a success but if any of them were to work, I'd likely be fine for an other year. Rinse and repeat, and mapping looks like it could be sustainable.
So I made pd SnowVille for the holidays, it was a great success on the workshop but it didn't grab Valve's attention on the two holidays it's been on the workshop, they don't normally do holiday maps anyways so I didn't think much of it.
Then the Mayann community update gets announced. Having koth Occult in my back pocket, mayann very much felt like a free pass back in april. Koth Occult had a huge lead on any other map that was out there at the time and I didn't see any way it wouldn't get in if Mayann was to be accepted as a community update.
Then the competitive update rumors started, so I made sure Koth product was ready, it is a comp favorite after all and I didn't want to let the community down. I figured it had reasonable chances of making it in if Valve really wanted to make good on their competitive mode. Didn't quite turn that way.
Then Halloween comes along, I took a head start to keep myself ahead of the game and released cp DegrootCreep in late September. It was a big hit on the workshop. I started feeling like my luck was finally going to turn around but it never did.
Now here we are, over a year after cp Vanguard.
What worked, what has been learned?
Well, nothing worked out. I ran out of Vanguard money. I'm in the worst case of at least having a killer portfolio. Which is not a bad place to be in but it still blows. A couple things were learned tho.
Is mapping for tf2 sustainable?
fat chance.
Are campaign revenues going to keep going down with each subsequent campaign?
probably, hard to say but I doubt we'll ever have Gunmettle numbers again.
As a mapper, Is relying on reskins of valve maps a bad idea?
Definitely, this may have been my main mistake. Unless you're going to make it really freakin good, mann manor level good, don't bother. It makes pretty good workshop fodder tho, you may increase your follower count but you'll likely not get valve's attention.
Is workshop success important?
The workshop is pretty daft in terms of what makes a map good. I think I have a certain flair for giving the workshop what it wants but it's generally not what Valve is going to be looking for. Pandering to the workshop is a mistake. The workshop ends up being a double edged sword, You need the workshop to be noticed but valve doesn't necessarily roll with mass appeal. For a second I believed that the workshop was the key to success but that was a mistake. It's really not.
Can we count on Valve and campaigns to create a constant flow of opportunities for mappers? Well if 2016 has thought me anything, it's that we definitely can't. I'd hardly call Meat your Match an opportunity at all since all its map spots had probably already been decided long in advance. So realistically, that leaves us with Halloween and that's it. But honestly, if Halloween maps are only going to be a patch note, why even bother. I don't want to relive 2016 ever again.
Is it done for me?
Yeah I'm done, I can't justify making maps for TF2 and honestly, I'm kind of happy because I'll have to move on to other things. Koth Occult might eventually be selected for the jungle update, it's still possible but without any words on when that could be the case, It's utterly impossible for me to make any sensible plan for the future. Great if it happens but I'm not holding my breath.
-Various comments on the campaign monetization model, the place of mappers in tf2's ecosystem and sustainability-
I consider the money I made out of mapping to be mostly fair, It was enough for me to clear depts and live off of for a solid year. I can live happily with that level of yearly revenue. However, is it enough money to keep talents into tf2 and make sure we have quality content in the long run? I think that's definitely going to be an issue down the road. Mappers generally quit tf2 and head straight for the industry after a map or two. Tf2's pool of experienced mappers is shrinking and we're not really able to keep talents here. I do believe that the day we run out of mappers, tf2 dies. Cosmetics are not a long terms solution for player retention and neither are weapons. It seems we're stuck with maps for now. if Valve has other ideas on how to keep the game fresh, I'd love to hear them (but please, don't let it be an other mvm, mannpower or passtime. We've had enough of those). The campaign model is great in theory, it gives much needed structure to the update schedule and gives something for players to look forward to and return to every 6 months. However...
The monetization model for campaign maps has a few shortcomings
The nature of maps makes it so not all maps are created equal. The disparity of effort put into a cosmetic/weapon is far less than it is for different maps. However, The disparity in revenues between the different cosmetic/weapons is far greater than it is for maps. This seems to be backward. The flat % rate works well for items because it directly scales with the performance of that item (in the case of store bought items) so it makes more sense to put a lot of effort in an item. For maps in the campaign model however, you get the same amount as everyone in the group of maps you're bunched with. Unfortunately, the real winner in a campaign, is the person who has put the least amount of effort in their map and that feels somewhat toxic. I consider myself to be an ambitious fella, I want to build bigger and better but the current system has no incentive for me to do so (stamps hardly make a dent in that regard). I don't particularly feel ripped off by this, I'm just pointing out the odd dynamic. It may not really be a problem, I understand that the economy behind maps and items are not really comparable but I just wanted to point that out.
To add to that, I don't see an incentive to update and maintain maps once they are in. The campaign model of "featuring" maps is still hazy to me and I honestly have no idea what is expected of me and my map in the future. (I figure Vanguard is probably "good enough" and I don't want to bother players with changes that will be perceived as negative because they have to relearn how the map works so I'm leaving it as is).
Also, while campaign money is pretty okay (it's nothing that will afford you a luxurious lifestyle but you can get by just fine) I've lately found myself avoiding to collaborate with other people because, let's face it, when there's not a lot of money to start with, it would be relatively dumb to split the pot if you can avoid it. This goes back to building bigger and better. I think collaboration is a great way to achieve quality content but the current model discourages it to an extent. Resources are too limited to be split.
Just a humble tf2 mapper's perspective, still figuring things out
basically all the monetization models are fucked lol