Yeah, there's situations where some mission makers, because they felt like that no one admire, acknowledge, or notice their work, they felt like they spent countless of hours doing nothing, but wasting their time. I find mission editing fun as well as playing, the finish result is rewarding, especially when you know someone will play and enjoy it. There's also other situations which is less common than the no feedback situation where people just give a mission maker the ",,/,," (some guy called me a shitty map maker back in starcraft 1 but then its my first few time so yeah it did suck, it was mainly for spawning stuff purposes but a nice learning experience). I heard Xeno, the creator of domination, completely stop working on domination completely because everyone was sending him hateful messages (now domination isn't the greatest experience ever, it was overpopulated pre-DayZ time and was the most popular thing because it was easier to setup for pubs than regular coop missions, but he was a great scripter and a very helpful guy who allow anyone to use pieces of his work if they please).
I asked one of my friend who use to make some zombie missions (because that's what he likes best) but never release them (he was still quite amateur that time, still some stuff he doesn't know), if he ever would be interested in making some more and his reply was he got 0 interest and what's the point of making them just to be appreciated by no one anyways.
As for me, unlike what normal people should do and start out small. I didn't intend on editing missions yet after failing multiple times on hammer sdk for alien swarm (approximate how long it would take me to complete what I wanted... another 0.5 - 1 years for one level at my knowledge) and left 4 dead (screwed up the pathfinding for AIs). I got fed up with domination so I found generalcarver's group to play with. They played coop missions that he make, not domination, but arcady with revive. My first time playing ARMA ever, so I was pretty bad, plus used only an xbox controller and keyboard because I had no trackball and I don't use a mouse because it would make my wrist worse than it already is. So, he kicked me off the next time I wanted to play without a reason why, I prefer someone told me straight up why I'm off. I started making mission after that. I always view that modding scene and editing scene are the heart and soul of keeping a game alive and lively. The editor didn't seem so bad. Of course the first time making a mission, I had to bug fix over and over and over. Throwing stuff down the editor is the easy part, the scripting is more of the hard part (until you get use to it and got yourself a template to reuse). I tend to play with revive before 1.60 because whoever I play with tend to complain about AI warps and cheap shots and then it usually consist of playing with a guy who rambos too much, a whiny kid who cry everytime he dies, and then a few guys who are decent so revive seems like the only way to have less ragequitting for me
. I did play no revive/respawn missions before with some people, but it was only me and some other guy and someone have to lead a bunch of AIs which wasn't too great. I kind of wanted to put terrorist hunt from rainbow six in ARMA because I like that gamemode back on Rainbow Six. I did got a few feedback, but the way I made it, it wasn't too great. The optional respawn trick gets abused easily with people rejoining, and the extra parameters, I put a bit too much option that it got arcadey so that didn't work out too well in the end.
After haven't playing with my other old group for a while (who plays domination in a small group constantly <it gets repetitive with too much walking here and there>) because they died off and after all the AI fixes from patch 1.60, I felt like playing regular old school coop missions again. It was fun last time I played with one friend besides the micromanage the AI and when I played with a few guys on the demo, so I see you guys still play that. Of course I'll get feedback on regular old school coop mission with no respawn revive stuff seeing that the interest lies within CiA and I did like sander's missions and the way he made them pretty much bug free. One feedback to me is good enough to keep going, I rather have feedback on the missions to know what needs to be fix and how to make things better so seeing and knowing that you guys have interest in these missions, I decided to make the mission pack that I did. I did depbo some of sander's mission to see how he made them because I remember having JIP issues with briefings back then. Instead of making the task for just the players (because that causes JIP issues which was probably some of the issues I notice in was it Kildar's?) I named it and assign task to each individual player unit (didn't use taskmaster because I tried it but didn't really know how).
Well, eventually I will stop making missions for a bit as I'll get busy with real life stuff and my awkward schedules at time. I hope there's enough guys who feel encourage enough to make some standard coop no revive/respawn missions by ARMA 3 instead of just all focusing on large scale respawning mission within a mission kind of mission.