I'm actually adding little things here and there because of the testers.
When you play the map, you'll find references to them, and I think it will be really cool, like a meta-experience, when you find the ruins of a tunnel network Zisteau made in his LP in the final product. It's as if you're following in their footsteps (because in a way, you really are).
Right now Inferno Mines is MVP
, all wools placed.
While I wait for my testers to reach the later areas, I'm just tweaking things, doing more decorative work, and in general doing all those "fiddly" things I said mappers could fuss over for hours in my MCedit Tutorial video.
Yesterday I did an aesthetics pass to Outer Darkness. Today I am working on [redacted].
For my style, I focus on... essentially the shape of an area, the path the player takes, and what gameplay elements the player encounters. This is key to the map. Shape, gameplay, loot, monsters, and balance. Then after that I can add decorations. Imagine Mario jumping around on black lines, and avoiding mobile red boxes. The basic core of the game without the decorations on it. This is how I start.
Also, quick protip: If you don't want something spoiled, it might be helpful to avoid watching videos of it. Warning
: This requires willpower and self-control.