(ATTN: This might be informative to all experienced mappers.)
I just replayed PQL (Project quantum leap)
For those of you unenlighed folk among you, PQL was a VERC project back ciara 2002. It gave birth to many awe inspiring maps, including one of my all time favorties, Someplace else.
after playing it again, and seeing how much fun I have, my quick shift to heavy gameplay over graphics idealology has been cemented.
now, im not saying that fun killbox's are all that great. There should be an accepted standard of visual effect. Especially if an area needs to convey a point.
Now while some mappers are extremely gifted in being able to churn out maps of extremely high prettyness quickly, we all can't do that. For those of us who can't, design a fun level.
This is especially important for SP. All the things like texturing, lighting, ambience, gameflow, placement, story, combat, and area design need to be considered. most of those are visual sadly. those who excel in the texturing and lighting department might awe us with pretty walls. Those with brushwork skill and creative texture useage might awe us with detail. but that awe can quickly wear off is gameflow and all the other design elements are lacking.
I will continue this rant tomorow, as well as post a PQL mirror, since the only ones seemingly still availible are pay site only ones.