Of course, the answer is "it depends". But since writing my autostitcher I've pretty much given up on making maps without it, because I'm convinced that it is hugely faster.
Old process:
1. Play game
2. Take screenshots roughly every half-screen-width-or-height, possibly with extreme use of hard pause/frame advance if the game is fast-moving
3. Open screenshots in Paint Shop Pre in groups of 30 or so
4. Ctrl+C to copy, Ctrl+Del to close and delete from disk, and then (Shift)-Ctrl-Tab to get to the "map" image
5. Ctrl+E to paste
6. Mouse to erase the bits I want to get rid of (sprites, mainly)
7. Go back and re-screenshot as needed to patch it up, also edit things to look good (eg. fill in inaccessible gaps)
With this process I'd guess it'd take an hour or so to map a decent-sized level.
New process:
1. Play through game, trying to make sure I see every part of the level, and avoid getting a predominantly blank screen (which the autostitcher can't handle very well)
2. Autostitch, watching how it goes and tweaking the parameters until the stitch is fast/reliable
3. If the stitch is hard (lack of detail on-screen), doing stitches of the parts that work and merging them together by hand
4. Go over and edit out/fix up sprites that are left on the stitched image
5. Hacking/rescreenshotting/reautostitching as needed
6. Edit to perfection
This seems to produce a map in 20-30 minutes. If I'm being anal about adding enemies, with the exact correct animation frame, then it'll add more time on to both methods.
One way I can check up on this is to look at the times when I "live post" my progress; for example, on
Chuck Rock II it seems it took me 25 minutes to completely map a boss and a 4096x288 stage, PNGOUT, upload to Imageshack and type in the link/pic tags to post it as #006. For
Micro Machines II, it took me 21 minutes to map a 2432x3432 level for post #030.
Are these times consistent with what others are doing? Am I really slow because I'm not using l33t MSPaint skillz?