Mapping as a career?
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Re: Mapping as a career?
Posted by keved on Sun Nov 13th at 2:19pm 2005


? quoting Underdog
There were mapping communities before today yet, the games produced that hired these guys didn't reflect the quality the experience granted them.

I assume that the fellas at Valve had prior experience someplace before making HL1 yet the maps were levels below what eventually was released after the the games release.

Yes I entirely agree, but don't with what you think is the reason behind this (the lack of feedback from the community they previously had access to.)

As ReNo stated, there are totally different pressures while working for a games developer. If the publisher wants something in a particular way, you've gotta do it no matter how stupid you think it is. If the publisher wants it done by "yesterday", that's when you've gotta hand over the assets no matter if you personally think it's done to the best of your ability or not. If the publisher wants twice as many levels yet aren't willing to hire more guys to get the job done sufficiently well enough, you've just gotta get on with it and make do as best you can. If the publisher insists on framerate being maintained on lower spec PCs you've gotta strip out the fancy details, while people making levels in their own spare time can freely choose whether to set the spec requirements higher for his level and make the rooms not as 'boxy'. Etc etc.

Sure, getting in outside people to critique would help, but it's much more due to lack of time and resources and publisher pressure than the reason you're suggesting. Delaying a game by a few months to take into account critiques likely costs $100,000+ per month - a publisher simply isn't going to stump up this sort of extra cash per month. Yet delaying a user-made level by a few months just means people are playing the beta version of a level for a while longer.

When creating user-made levels you're in complete control of what you create, how many levels you do, when you're happy they're finished, and you have access to relatively "finished" technology. You seem to be thinking that there is some sort of Utopia for game development in all professional companies, that people get all the time, resources and technology they need, and it's the lack of feedback which is the problem, when it's usually anything but. Only those developers like Valve who hit the big time with a game selling millions of copies get to do what they want and set their own schedules.





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Re: Mapping as a career?
Posted by Addicted to Morphine on Sun Nov 13th at 2:30pm 2005


Well... I was considering the past 7 years (since I talked about HL1) and considering my real commitment to videogames didn't start until HL1, I can't talk knowingly about Quake or Doom days. So I'm afraid I'm limited to 1998 and beyond.

Anyway -- considering the fluidity of technology and limits and the state of game development in general, I don't think anything before this generation of technology can really be used to discuss where we are now and what it means. In other words, in my opinion things have come too far since HL2 was released to lump the present in with the pre-HL2 days. I think we've entered a new generation, a new age, and an age where thinking about Quake or HL1 doesn't help discussions about map development as it works today.

You know what's strange... I played through HL2 and was just impressed by the whole entire thing. I never stopped and thought, oh I wish they had textured this differently, or had changed the architecture in this area, or had fixed the location of this prop. I may catch a lot of flak for that comment, but I thought the HL2 maps were a pretty tight bunch. I'm curious, what type of defects are we talking about? I notice plenty of defects when downloading and critiquing user-made maps... but I almost never notice problems with the official maps.






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Re: Mapping as a career?
Posted by keved on Sun Nov 13th at 2:33pm 2005


? quoting Underdog
I believe that even that map could have benefited from some outsiders. I walked around the map, just to view and noted many places that could have been improved upon.

I also want to point out that even with outside help mistakes slip through the cracks. No map is 100% completed. One just assumes that the benefit to continuing to look for them is not worth the gain of doing so.

Again, gamedevs are simply not given the time to do this, Underdog, while Joe Blow in his bedroom can take as long as he wants to iron out every problem.





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Re: Mapping as a career?
Posted by Addicted to Morphine on Sun Nov 13th at 2:33pm 2005


Also -- Keved, nice posts, I agree with both.

In regards to the second one... I think if you were to give both a team and a single amatuer mapper the same time constraints and pressures (but still allowed the amatuer mapper access to user feedback) you would see the team produce something of much higher quality than the single mapper.




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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 2:45pm 2005


? quoting Underdog
I believe however that pressures from within the corporation to make the game would preclude negativity to some degree.

Do you not think that I have made it to my mid 40's without coming across a bit of what you say Keved?

I know about deadlines. I know about reasons that make sense ONLY to the powers that be. I know that s**t rolls downhill, and I am fully aware of who took that dump before gravity set it in motion. (even if the powers that be are unaware of their recent bowel movement:( )

I know what you say is true, and yet still believe that things could be improved. Lets assume that the improvement is belated and the things that the cooperate bigheads made them remove yet the mapper knows must be to make it great I guess.

Anyway, I think the discussion has run its course because in the past few posts no new ideals have been proposed. The lines are clearly defined and continuing will not bring them any sharper into focus.

? quoting Addicted to Morphine

I notice plenty of defects when downloading and critiquing user-made maps... but I almost never notice problems with the official maps.


Perhaps instead of putting me into a position to define why you missed them, you should go back and have a look without the bother of playing. Putting me in a position to prove something is not as desirable as having you rethink your position on your own terms. You do not really need me to point out a wall or a bush do you?




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by Addicted to Morphine on Sun Nov 13th at 3:02pm 2005


Well it would be nice for you to give me one example so I know how much of a problem you're talking about (texture misalignment 1 unit or a huge glaring brush error in a wall).

My point is that any defects in the HL2 singleplayer campaign are hardly noticeable. That's my experience. Some here will agree I bet there will be others like you who would disagree.

Anyway -- we're getting kind of off topic, and I agree I've pretty much exhausted my points.




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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 3:10pm 2005


[edit] Damned Snarkpit is being a real prick this morning, some of these pages are taking 3-5 minutes to load. smiley

I had this reply but the Snarkpit went down before I could post. It was in response to your earlier reply.

________________________________________________________________

? quoting Addicted to Morphine


In regards to the second one... I think if you were to give both a team and a single amatuer mapper the same time constraints and pressures (but still allowed the amatuer mapper access to user feedback) you would see the team produce something of much higher quality than the single mapper.

Wrong. The very definition of the word team is a group of "LIKE MINDED INDIVIDUALS"

Users will always make better maps because the resource they draw upon is made up of unlike people. Thats not to say that every mapper is competent. I am restricting my comment to the upper 1% (or less) depending on the shear numbers involved of course.

Notice, maps made that are severely critiqued by opposing views ALWAYS turn out better once released. Many fail to be released because of the severity but still those that fail are in many respects better than the ones less critiqued and released.

I am not saying the groups at any gaming company are a collective of dunderheads but their very like mindedness will show in the result. I may not have been on a gaming team, but I have most definitely been on corporate teams of other types. Sometimes you are simply to close to the forest to see the trees.

Anyway, I felt one last reply was essential because your post was so horribly misinformed that it needed to have one.




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by ReNo on Sun Nov 13th at 3:15pm 2005


Another rather unfair point about the comparison of official HL1 maps to later made amateur ones is that higher system requirements that people built the maps to. HL1 had a low system spec to meet, and they built it accordingly. Most official maps were well below 600 w_poly at a given time, a value almost every community mapper strayed above afterwards, but that isn't the only constraint to keep performance in check. They kept their texture resolution lower than custom ones that would appear in the future, they didn't use all that many textures per level in order to keep down the memory requirements (this was in the day where graphics cards with dedicated video memory were not that common remember), and they also had AI and additional model rendering pushing on their limited system resources when compared multiplayer maps. They also didn't have the benefit of Zoner's compile tools, nor, I'd wager, the luxury of increasing the lightmap resolution to make things look nicer.

Now I'm not saying this is the reason HL1 maps were superceded by community made ones, but it is another contribution to it I'm sure.






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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 3:22pm 2005


? quoting ReNo

Now I'm not saying this is the reason HL1 maps were superceded by community made ones, but it is another contribution to it I'm sure.

Are you discounting the great maps made in 98/99 when you posted? Am I not obliged to say that your comment is a bit unfair to think that I restricted my comments to only powerful machine made maps?

There were/are indeed many maps made in both era's to be considered, but I did not restrict my post to the Pentium 4 era made releases.

In fact, didn't we have a similar discussion last month were I mentioned that user made maps created out of stock materials is harder to succeed at? Should this not pose my position on how far thinking I am? I favor the older made maps after all.

Anyway, your comment was at least as unfair with respects to my being narrow minded. <img src=" SRC="images/smiles/sad.gif">




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by Addicted to Morphine on Sun Nov 13th at 3:28pm 2005


? quoting Underdog:

Wrong. The very definition of the word team is a group of "LIKE MINDED INDIVIDUALS"

Users will always make better maps because the resource they draw upon is made up of unlike people. Thats not to say that every mapper is competent. I am restricting my comment to the upper 1% (or less) depending on the shear numbers involved of course.

Notice, maps made that are severely critiqued by opposing views ALWAYS turn out better once released. Many fail to be released because of the severity but still those that fail are in many respects better than the ones less critiqued and released.

I am not saying the groups at any gaming company are a collective of dunderheads but their very like mindedness will show in the result. I may not have been on a gaming team, but I have most definitely been on corporate teams of other types. Sometimes you are simply to close to the forest to see the trees.

Anyway, I felt one last reply was essential because your post was so horribly misinformed that it needed to have one.


Glad to see the word of God come down from the clouds to correct the horribly misinformed.

You bitch about harsh unequivocal replies but have no qualms about dishing them out yourself. Smells of hypocrisy to me.

I don't agree with you, but I'm not going to come out and call you horribly misinformed or just "wrong." You said it yourself that no discussion can continue when people deal in absolutes.

Honestly, I don't see how users will ALWAYS make better maps. That's a bold claim that is impossible to substantiate, and I'd hope you'd be able to see that.

I'm steamed that you're taking the stance of an expert and you're portraying me like a dunce, because despite what you seem to believe I'm not stupid. I hold a different opinion than you do, and I don't think its an incorrect opinion. And in the event that someone backs me up or agrees with me, you'll probably cry foul because you feel like you're being ganged up on.

....

Anyway back on topic.
In my opinion, the best teams have more resources and more combined talent than the best solo mappers. Perhaps you put so much weight on the feedback users receive from random backseat-mappers in an attempt to validate your own modus operandi of not mapping, just offering critiques? What you do is valuable, yes, but I can't see how it would outweigh a team of paid professionals.




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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 3:39pm 2005


Hold up just one damned second. Your reply left no room for expansion exactly like mine did yet I am a hypocrite for saying mine? Where do you get off calling me such when there is absolutely no difference in the structure of either of our replies?

If you do not like the word definition of "TEAM" I suggest you use it less.

The fact that you disagree is not the issue now. You have crossed the line into name calling and thats unforgivable from someone who preaches so much as you do about freedoms and whatnot.

I suggest you go back and read your replies in that not so long ago thread and refresh your memory about how conversations advance and stop. You effectively stopped this one.

I have never been a hypocrite in my entire life. Having you say it now doesn't make it any more of a reality than before. In fact, your words are a bit of "talking out the other side of your mouth" now as well.

I suggest you look up the word "TEAM"




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by Addicted to Morphine on Sun Nov 13th at 3:57pm 2005


Every single time I post something I'm hyper conscious about making sure I preface everything with "In my opinion" or "I think."

You don't and it rubs me the wrong way.




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Re: Mapping as a career?
Posted by ReNo on Sun Nov 13th at 4:06pm 2005


I thought a team was a group of people who have a common purpose, but not necessarily like minded ones. Unless you take "like minded" to mean having the same goal, but I wouldn't have. I've been in teams before where people have completely different ideas and opinions, but our goal is the same.

EDIT: I looked up some definitions, and that seems to be the common concensus...

Google Define

Dictionary.com






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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 4:08pm 2005


? quoting Addicted to Morphine
Every single time I post something I'm hyper conscious about making sure I preface everything with "In my opinion" or "I think."

You don't and it rubs me the wrong way.

Careful, those are fighting words. You sound like you "know" more than you could possibly be able to.

and

I apologize for my lack of sensitivity. I have pointed views sometimes and they tend to cloud my phrases. I should have been more aware when I typed the word "Wrong"

It showed poor judgment on my part. I still feel that you were in error, that has not changed but I do feel that I was wrong in the method I used in pointing out your oversight.

I will endeavor to abstaine from doing so henceforth.

? quoting ReNo
I thought a team was a group of people who have a common purpose, but not necessarily like minded ones. I've been in teams before where people have completely different ideas and opinions, but our goal is the same.

By this definition (and one that I do on some level agree with) the Snarkpit is a team. What makes our chances of success any less than "Paid" professionals?

I am not for a second going to believe that being paid guarantees anything.

Are you discounting my definition of "team" somehow as legitimately accurate as well? Have you never seen a like minded team?

You may not be aware of it, but thats exactly how I just read this reply. <img src=" SRC="images/smiles/sad.gif">




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by Addicted to Morphine on Sun Nov 13th at 4:39pm 2005


UD, I don't want to become bitter enemies or anything like that... and I'm sorry I flew off the handle like I did. It's hard to stay emotionally detached during a debate, but that's something I should work on. I shouldn't have let myself get beyond the issues at hand.

It's funny how we always seem to butt heads <img src=" SRC="images/smiles/icon_smile.gif"> I don't think we would in real life (I'm the passive easy-going type), but online forums are such a cold medium.

I'm sorry again for losing my cool and making it more personal than I should have.




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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 4:51pm 2005


As to our discussion:

Perhaps its the very absence of experience thats my biggest issue. I know mapping communities, being part of about 6 of them it tends to make me biased.

I buy almost everything created when it comes to FPS games and I cannot help but notice things that I feel could have been done better. Not being privy to why they were done that way is a definite hole in my hypothesis when I claim that users can do it better with the community behind them for support.

Perhaps I should just accept that someone got paid to make and release those maps and forget the whys and wherefores of the game.

I still think I am correct, but only in so far as to the experience I have to draw upon.




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by KungFuSquirrel on Sun Nov 13th at 5:46pm 2005


You're assuming that a team working on a level (which isn't always the case) does agree on everything. Even within a company, there can be fierce debates and arguments over the direction of things, and that's not accounting third parties like publishers/producers and in some cases the people who originally made the franchise (:P ). Our lead designer on Quake had a little piece of paper taped to his door from the Soldier of Fortune days proclaiming the date and time in SOF2's development when he and our project lead for quake (who was a fellow designer at the time, I think) actually agreed on something. And in those days, Raven arguments were bitter, bitter affairs <img src=" SRC="images/smiles/icon_smile.gif"> People try to be nicer now since there's more people and more likelihood of someone getting offended :P

The resources present at the professional level are staggering, from other opinions to level of quality to technology to knowledge/experience of other employees, etc. The big advantage the amateur community retains is the lack of timelines. When people (publishers or investors) are paying millions of dollars, they don't want endless feature creep and an inability to get stuff done (see: Stalker :P ). So a lot of times things have to be taken to a certain point and left there. But that's a necessity anyway - the game would never be done otherwise.

When you're looking at stuff and thinking it could have been done better, it's entirely probable the person who made it agrees, and likely moreso. Quake has been doing very well, with about the usual amount of bitter intarweb hatred, but after all the time I spent in it I can still be scathing if I want about all the things that we could have done better, either by our own errors/time limitations, or the imposed will of others. In the end, though, I'm still proud to have worked on it - which holds true word for word with my amateur work. You'd be hard pressed to find someone making content who is really happy with it when it's 'done;' and over time the more I look back at the stuff the more I realize how much I did wrong - stuff built for the wrong reasons, items placed for the wrong emphasis, etc. So long story short, I think there's always going to be things you can spot to be improved regardless of whether or not the person got paid.

As much as I love my job, I still do kinda long for the full creative freedom and timeframe-free development of amateur stuff, which is why I have a whole host of maps and small mods I plan on making for Quake now that I actually have some of that 'time' thing again.



<A HREF="http://www.button-masher.net" TARGET="_blank">www.button-masher.net</A>



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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 6:06pm 2005


If everyone disagreed in like manner we would all sleep better at night. (at least I would)

If you take all my replies thus far there was a small piece of each contained with your one reply Mr. Squirrel. I may be wrong, but not so much as to not be within sight of the truth of it all.

I will however request my right to judge Quake 4 for its ability to pass muster. I trust you did well, but I still want to see for myself.

I have not bought it yet, but I had a choice in my budget this time. "Civ 4 or Quake 4"

One guess which won.

I do however believe that if I could create a team of users to create a series of maps, they would/could compete satisfactorily with any "paid" professional.

I know some pretty amazing people.




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by ReNo on Sun Nov 13th at 6:09pm 2005


? quote:
By this definition (and one that I do on some level agree with) the Snarkpit is a team. What makes our chances of success any less than "Paid" professionals?

Paid professionals have, for the most part at least, been hired due to their talent and experience. Open communities don't have any sort of quality check - feedback can come from anybody, well informed or not. Now this has both advantages and disadvantages I'll admit, but it's reasonable for people to take the suggestions of those with proven ability - such as those you'd find in a game dev studio - over those who do not. I'm not saying you don't find such individuals in an open community as of course you do, but probably not so frequently. Also, you can rely on people say right next to you to give feedback and it's far more easily and frequently available - posting your map on a website and asking for feedback by no means guarantees it.

? quote:
Are you discounting my definition of "team" somehow as legitimately accurate as well? Have you never seen a like minded team?

Of course I have seen likeminded teams, but by your original statement, being likeminded is a requirement for a team. I'd say it's far more unlikely than likely that all the members of a game development team are like minded.

? quote:
Wrong. The very definition of the word team is a group of "LIKE MINDED INDIVIDUALS"

? quote:
If you do not like the word definition of "TEAM" I suggest you use it less.






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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 7:02pm 2005


My definition of "Like minded" is the same as goal. What use would a team have if there was no commonality in the goal?

You seem to want to define "goal" as "individuality that happens to coincidentally be working together at the moment". This is not a concept definition I happen to share. I happen to agree with the old adage, "There is no I in team"

My definition of team stands, in spite of the multiple definitions defined thus far.

"Teams are made up of people with a common goal = Like mindedness thinking." - This was my intent when I posted. I now realize, after re-reading it that it was not the best choice of words to use, but that doesn't for a moment retract the "goal" of my intent.




There is no history until something happens, then there is.




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