Lots of things happening on my front lately. Two weeks ago I made the trip down to San Antonio to show Push & Pull off at the Dallas Society of Play booth. We received tons of great reactions to it, and a vast majority really enjoyed it (especially a duo who played the game co-op, which was interesting). Additionally I just started a new job at the Alamo Drafthouse movie theater as a service bartender, which is a breath of fresh air after working in an office environment for three years.
Between the new job and school, however, my time has become limited. Free time has to be put aside for applying to industry jobs and other constructive tasks, and my ability to produce any design projects right now is very diminished. I'm glad that I decided not to undertake another 3-4 month project, because right now I'd be shelving it.
In the next couple of months, my updates will not be weekly like they were for the majority of last year. Instead, I'll post occasionally to document my design musings. I'm still going to see if I can't tinker with this Halo map and get it tested and in good shape, but I received some great feedback from an industry contact that will alter my design focus for the immediate future. He recommended I focus on designing realistic spaces (such as Counter Strike) in order to work on scale. It's an area that I've known I could use some work on for a while, and his comment was the motivation I needed. I hope to play around in Hammer a bit with CS: GO and I just purchased a book on architecture that I've seen some level designers recommend. Architecture knowledge, even at its most basic, would be a great tool to add to my tool belt.
So that's what I'll be doing for the foreseeable future. Sanding down some rough edges on my design knowledge while carrying out the process of applying to tons of studios. Wish me luck.