Well, I like to describe it as dormant. Sure there are periods of inactivity on such an old site. But we've had too many people come and go for everyone to just pick up and leave. There are plenty of individuals still interested in what we have to say, and our content. I think if the SnarkPit fell off the face of the internet, there would be a large noticeable gap in the level design community. Heck, I'd even say game design community.
The simple case has been that a lot of the users who first started here, have grown up and gotten busy with life and work. Heck even a few of them got industry jobs! It's hard to keep in contact after all that life-changing stuff. But I find it worth it anytime an old member stops in to say hi; I'm glad we're still around. Plus, we just got through paying for another 4 years of hosting, so we'll be around for at least that much longer!
Anyhow, critiquing is hard. Not a lot of people like to do it; it takes time and you have to think about what you're gonna say. Making good maps is hard too, but when pushing it online for the world to see and holding your breath on the feedback, well that's a relatively easy thing to do, until you're ready to answer some of that feedback, then watch out!
If I have the time and patience, every so often I'll do a big review of a map, where I'll go in take screenshots, record a demo and make a list of all the issues I came across and present all of this to the author(s). That's the golden peak of what a mapping site can offer. While those full-on reviews are few and far between, plenty can be said for at least spending some time to actually play through the map and mak a few mental notes to comment on when you're ready to write about it. That's usually not very time intensive, although, it usually takes me a good hour to formulate how I want to say something like that.
There are plenty of people here to comment on work, I'd say often times the authors don't usually ask for it. A new author might assume they will get feedback, but because so many of them come and then leave without saying a word once they've posted their map, nothing happens after that! I think if an author shows they're willing to stick around and respond to any critical feedback perhaps in their map description, or in the following thread, I think they can almost guarantee someone will respond.
Gameplay is definitely important, and arguably what makes or breaks a map, but if you're gonna hint at story or at least setting, then go all or nothing with that too. A crummy environment is not very fun to be in. If it's an abstract game, then who cares?! In the development pipeline, I'd definitely say layout/gameplay sit somewhere at the front of the list. Dev textures are there to help that go smoother when the time comes to make the transitional art passes over it. It's hard to playtest a map over the internet with random folks. I mean. being able to reiterate over and over based on feedback from your playtesters is invaluable and pretty much required for a sp_level. However, seeking that playtesting really before a map has reached beta stage, while posting it online can be somewhat distressing, and will only garner impressions that speak to the overall quality of the experience more so than to what the author wanted them to focus on. If a map can[t be called beta yet, it's probably best it doesn't get posted online publicly. (btw, this doesn't apply to your recent map, I'm just saying).
Blog:
www.playingarchitecture.net
LinkedIn:
Eric Lancon
Twitter:
@Riven202