If it's any reconciliation, my first couple of maps looked like this:
The great thing about maps are that they are a discussion point. Each one holds merit because they formed at a particular time under different influences. With every map I built, I tried something different: a new game mode, a new environment type, a different game entirely. Sometimes I placed restrictions, usually time limits, because I wanted to finish something instead of worrying how good it is. When I let go of expectations, I made this:
This map, Jungle Lab, was made for an
11 day mapping challenge. It took me through all the stages of mapping and even got played on servers for others to enjoy. People liked it, it motivated me to keep going. I kept playing maps and I'd take screenshots of details in maps. I used to have an "idea" folder with hundreds of pictures just of everything I found interesting in video games. I still do this, like this is from Overwatch 2 and how Blizzard mappers used a single warm light in a dark hallway.
Later on, I made stuff like this:
And one time I went to TF2's Workshop to look at the most popular maps (scroll down, the most popular in the last 6 months) and see what they were doing, only to find my own map (Waterfront) as #1. If I never went through those first maps, if I didn't grow as a person and mapper through experience, dedication, and application, I wouldn't be sitting here typing this out.
If you want to quit mapping, go ahead, or maybe you just need a break. You can take what you learned with Gravelhouse and apply it to your next map. You may find it easier to start from scratch, build a new map using what you learned. Most people don't even finish what they start, like half of college art students drop out of the class. It's why I commend anyone who has something to show for their effort.