I track all projects I do, whether for work or for mapping, in a program called Grindstone, so I have pretty close to exact hours. I dunno if any of this info is even remotely interesting or at all useful, but I already have it tracked, and since we're talking about how long stuff takes, why not share it. MAPS: mvm_isolation_rc1 - 6 hours 35 minutes mvm_isolation_rc2 - 2 hours 57 minutes WIP unnamed halloween map from last year (unplayable atm) - 18 hours 53 minutes pl_snowycoast_b1 (contest ready) - 88 hours 48 minutes pl_snowycoast_b2 - 4 hours 19 minutes pl_snowycoast_b3 - 66 hours 38 minutes pl_snowycoast_b4 - 11 hours 22 minutes cinematics for snowycoast (payload explosion) - 27 hours 11 minutes pl_snowycoast_b5 (accepted by Valve at this point) - 7 hours 5 minutes pl_snowycoast_b6 - 11 hours 29 minutes koth_sekhmet_b3 - 25 hours 53 minutes cp_antiquity_b15 (first major revision) - 76 hours 36 minutes cp_antiquity_b16 - 23 hours 26 minutes cp_antiquity_b17 (minor changes) - 2 hours 10 minutes cp_antiquity_b18 (more minor changes) - 3 hours 30 minutes MAP MODELS: Fountain (model only) - 6 hours 43 minutes Fountain particle effects - 2 hours 46 minutes Egyptian Sphinx and Props - 29 hours 10 minutes Santorini Props - 12 hours 14 minutes Japan Expansion Set Props - 33 hours 26 minutes Mayan Props - 86 hours 18 minutes Antiquity Asset Revision - 112 hours 40 minutes (lel) Sequoia Trees - 12 hours 19 minutes Some of these numbers might be a little misleading. For example, the particle stuff only took as long as it did because you pretty much have to constantly close the tools version and open the game version to test, and TF2 for some odd reason takes FOREVER to start when you do that. Map times do not include compile time, but that's usually never more than 15 minutes for final LDR+HDR. Exception being antiquity, which takes me about 25 minutes for final LDR+HDR. Also not counted is playtest time. Model times also include time it takes to compile, test, make promotional images and write up the release posts. The payload cinematics took a long time because I had to figure out the best ways to simulate and then compile the models. Setting up the simulation took some time, too, cause I had to import the last point into 3ds max for stuff to bounce off of. I have no idea why that fountain took me 6 hours. That's insanely slow for me. I must have changed my mind 1/2 way through about something and rebuilt it.