Mapping and the search for feedback

Mapping has been a focus of mine for a very long time, it was during this period that I found out how valuable it was to seek feedback before exposing something to a wide audience. When I was mapping for NS1, and always on my own non-official maps, I wasn’t exposed to a big audience, only other fellow mappers, so the only feedback I’d receive usually was about visuals, never gameplay. This changed when I led the Bast remake team and it was finally complete. When it was released and everyone could play it, feedback poured in, this created a new problem: how can I tell what is a good or a bad idea? I certainly didn’t play much at the time, and I wasn’t into competitive play.

The first version of the Bast remake did ok, considering it was purely a remake, but since the map was back and could be updated, there was an expectation of long standing issues being fixed. Some of the people in that remake team suggested changes, the problem is, when we did them, everyone hated them. This was a terrible experience as there was a lot of negative feedback that I was never able to turn into a positive opinion through subsequent updates. It was a very frustrating experience.

Fast forward to NS2, when psyk0man left, Summit didn’t have anyone in charge of updating it, FMPONE took charge of it for a few builds, but I eventually offered to do it instead to let him focus on recreating Veil. The¬†experience I had with Bast in NS1 made me very careful when I was put in charge of the Summit updating. I was very aware of how popular the map was (and especially in the competitive community), so I tried to ask as many people as possible when doing changes because I was terrified of “ruining” another map.

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