I have to agree with Mitch that design and art are different things that can be distinguished clearly and that receiving no feedback to a map you have created sucks. It doesn't only kill your motivation but also keeps you from learning what works and what doesn't. Even if you analyze succesful maps and follow all the known rules there will still be things that you havent thought of or dont work as well as expected. So I need to give you that, but I had the impression that you were setting the bar a little too high and all these requirements will stop you from ever designing anything. Glad to hear that you are producing!
What is the best game to create maps for?
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I thought I'd wait for a night to come back to this, see if others wished to pitch in and then did.
Level design is just not art, it is blocking out spatial dimensions to fit a set of variables to make something work inside of its own rules.
Once you put a light somewhere, or paint a wall; then it becomes art - everything beforehand is in the hands of your peers.
It's the beforehand I'm talking about, because that is the most critical and important part of designing a level, and that is the thing sorely lacking for the reasons given. Either the game has nuanced gamers, or the gamers are too broad, yet too insular to gauge and quantify their requirements.
My mapping is going well, the project I am pitching for is tough, yet think there is great potential in what I am showing them.
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Well we clearly disagree but that's a tangent really so no need to dwell on it. Anyway, glad your mapping is coming along! Be sure to get a post in the 3D forum once you're ready to get some of that all-important feedback.

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CS:GO, duh

but we will have a new mapping contest soon, for all Source engine fans, although not for CS this time.
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Dino D-day contest incoming
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The one you enjoy making maps for.
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Participate now!
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