Hmm, I agree things chance. Back then, finding new ways to trick a
player, or finding out how some complex entities worked and all was
great. After 4 years or such, the technical aspect is just... the
technical aspect. It isn't great anymore to find a new way to fake a
player, that's just part of it. Routine, indeed.
But I've now also started to find out new things in term of gameplay.
Now, it's a challenge to keep the player playing, to make my map
interesting and fun rather than boasting the most innovative technical
stuff.
That also makes me a little sad about current games. Technology is
everything, but a fun game and a good story are hard to find these
days, especially the latter. Command & Conquer and Tiberian Sun
still have one of the best stories (and the way it is told) of all RTS.
I recently bought Codename: Panzers and while it really looks a great
deal better than CnC and TS, the way the story is told is... well, not
immersive at all. All you see is a diary and some in-game cut-scenes
that look fake because of bad animations and crappy voice-acting.
Far Cry as another example, looked really nice, but the gameplay was pretty much repetetive.
All in all, even though I've started to look different at some aspects
of mapping, I think there's still a lot of challenge in it.
EDIT: As for workflow, it took me some time to find a method that fits
me well. I always read about those people that advised you to draw out
a layout and test it before detailing and it never worked for me. Now
that I'm a few years further, I do exactly that - and it works much
better than what I tried before. Now, I have a solid base to work on,
to detail and to work out. Back then, I detailed an area and then ran
out of idea's for other area's. And I never knew how to combine the
parts I had made to something with a nice gameflow...
Create-ivity - a game development blog