larrystorch: What was the most frustrating?

Christopher Norton: Working very late into the night (many nights) testing the various features of TO-AoT when we were closing in on finalizing the retail release.

CoCoPRo: meeting Strac :p

Deyan Ninov: I started off as a mapper, and I tried for long while, but then I wasnt accepted as one so I gave up (now when I look at it, I wasnt really good, ;)

Dr. Crowbar: Frickin bugs always coming up in my maps. ALL THE TIME!!

duck: The deadlines. They seem impossible sometimes, and that can be quite frustrating.

daz: lol me trying to get a test done before JESTAH :O)

Arnold Kruize: Having some reported bugs still in on the next release and IFG in general

EMH_Mark3: Uhm I don't know.. The people who make up the team I guess :)

eXpendabLe: Deadlines! Crunch time! AAYYYEEE runs away screaming like a little girl

Janis Bode: People insulting you for only doing your work. Sometimes people just won't accept a decision and will rage against you as if you were their enemy, which really is not the case. Fortunately that stayed the exception in our team.

Kai Kirchner: Seeing some of your suggestions not being implemented, and some of the bugs not being fixed.

Goldabar: Not being able to see the faces of the people I've been working with, and get to have a real relationship with them. Theres only so far that you can go when getting to know someone over the net.

j3rky: Mapping. UnrealEd is the crappiest piece of software available on this planet. I can't find the right words to describe my hate of it.

Jestah: Working with the mappers :) Things that can't be fixed because of deadlines etc. And seeing bugs not fixed in an updated version.

job: "eXpendabLe killed job" (with my own porsche)

Tim Crowley: Staying up until 6am every day on Christmas break just to hit a deadline.

Antti Päätalo: Well the times I was testing and yeah, I did find lotsa bugs every time, and then I was going to spam the forums with the reports. I noticed they were already found, so..

Rich Black: Infogrames testers. My inbox got bombarded with emails about bugs for my map except they were invariably playing a version that was at least a month old.

Timo Kuttenkeuler: Them reappearing bugs.. squashed already and 3 code-releases later it's there again...

Toby Rees: Getting PM'ed on IRC at releases by about 200 people.

Jason Hipps: Dealing with the people.

Nassau: Going to bed at 6 o clock in the morning after mapping and chasing a deadline. UnrealEd is a pain in the back.

Poneill: Trying to hold down a real job...well, I didn't manage that...and maintaining a real life while mapping. BSP holes.

R4V3R: Ideas that weren't included due to deadlines :|

rojazz: Releases. Those are the most stressful days of my life.

ScHlAuChi: Not being able to meet each other in RL :(

Shag: The short deadlines, but that's something we're getting used to.

Jack Gilson: I remade Bazzar 1 perfectly using new textures to be included in 1.6, but then I had to format and I had no back-up. There's a lesson there I think.

Strac: When a good idea can't be implemented because of time constraints.

Stuart: Not being able to see people in person and Limitations in the engine.