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So on a regular basis I try to start building something in Darkradiant but very quickly I loose interest and give up.
I tend to
- create a room, position an ai in it (or first ai, then room, probably better)
- put a light in it
- Put some stuff in it
- test the room in tdm
Now I had this new idea:
- Start of with a gigantic room. To skip the importance of sealing for the time being and to think broader than one room.
- Then just use ground without wall, just to visualise the structure of the level.
- Then just use prefab walls and other elements (arches, etc.). Just building area's that aren't enclosed. I can always close them at a later point.
Maybe this is all very logical from a mappers perspective, but tdm is the first game where I have done any kind of real mapping and I always stop at the start. It just takes too long to make something exciting.
I want to build something at some point, because over time I accumulated lots of ideas.
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Why do you think you will not loose interest when working as described according to your new idea because, either way, your project will still look boring in the beginning?
Don`t get met wrong, but I personally think that you have to reconsider your mapping expectations. Building something (even small) cool looking when you do not have experience with DR is time-consuming (and error-prone) and somehow I have the feeling time is the thing you do not want to invest. It is as if you expect to become a guitar hero like Steve Vai by simply spending 30 minutes each day with your instrument.