The server these images are hosted on will be disappearing within a few days, so none of these images will work around October 25th. Sorry.
Lots of images in this post. Beware.
Anyways, here's my mapping career in chronological order:
The computer I started mapping on DID NOT have 3D Textured View in Worldcraft 3.3; t'was evil, as I had an ATI video card (which did not like Open GL). Anyways, I made do with what I had and learned some mapping basics, trying to do some simple Sven Co-Op stuff (which didn't turn out too well, without textured view)
Finally I got textured view working in-editor, and my abilities instantly improved drastically. I began doing some more complex things, even though they were never really that good. Still in love with Sven Co-Op though for some reason.
Then I went through a sort of "Counter-Strike" phase, trying to make some CS maps for my friends to play. That obviously never turned out well. This was my first fairly-large map, but I could never get this thing to compile very well.
More Sven Co-Op stuff with that desert/martian theme I love so much. This map looked a little more decent than the others I suppose, but still not really what I would have preferred. I still didn't really show any of my maps to anyone yet.
I briefly experimented with a "comic-book" style of mapping, similar to Buzzy Bots, with simple architecture. Most of the textures in this shot were based off of a Sega Dreamcast game called "Jet Set Radio", which was one of the first cel-shaded games and was a true pioneer.
An experimental Paroxysm map (same modification ReNo's px_selfless is being made for), but this was obviously done more than a year or so ago. It was a jungle theme, taken from de_predator (I loved that map). Unfortunately... Yes, it didn't work out. :smile:
I began working on scale and proportion in my maps (as they were obviously lacking). This was one of my first projects that had a good-feeling scale, with a tall majestic cathedral (even if it was simple looking). I liked it. Textures from the Mike-Zilla pack over at Countermap.
Tried my hand at an NS map when it was getting popular. My attempts were rather bland though... But at least I was improving, which was what really mattered. Some notes to mention is that crater-thing in the floor at the bottom (which I was really proud of at the time). I don't believe I ever got the compile to work on this one...
I did some more Paroxysm stuff (which I unfortunately don't have screenshots of) and got on the ill-fated DarkTruths project. Here's some early screenshots of Epicentre (which you can find in my profile! </shamelesspimpage> :biggrin: )
Half-Life textures didn't suit it. I retextured the cliff with some hacked up textures I made myself:
(The beginning of that screenshot in my profile)
And the rest is, erm, "history".
I'm sure a lot of people could care less about my "mapping" career, but I just found it fairly interesting about how I improved over the years. Also I'm sure that lots of other mappers have plenty of RMF's that never really quite cut it or got released / finished.
But I kept on going! And never gave up, despite all my unreleased and crappy maps! Woohoo!