Community Project [Concept]

Which gametype?


  • Total voters
    40

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I am bumping this because Jamini says that the project is not dead, but he needs help and considering the amount of people on board I don't think he should do this on his own.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I will talk to Jamini about exactly what needs to be done, so that this project can be properly managed and directed.
EDIT: just asked him, and in his exact words:
"It's dead. As a doornail through a mouse."
"Please leave me alone"
I don't blame him, so I suppose that this project really is dead. This thread might as well be locked.
 
Last edited:

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
lol nice Political. I think this needed a more team based effort in terms of organization : \
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Well I guess I can use the area I made for my own map then.

Actually, so can anyone else right?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
:crying: *sniff*

That is all. And yes, surely there is nothing stopping you from using the part you made.
 

Gundam

L1: Registered
Jun 22, 2009
34
18
As Jamini said from the start, the map is 'open source.' Meaning that you can use the parts you made for anything else. Or anyone can use any part of the map for anything.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
That's correct. In fact, if somebody else wants to graciously step in and manage this project, they can take the map and finish it.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Well idk, Id be interested in restarting the project, maybe not make the same gamemode and same map but something definitely community based. And by that I mean closer group of people manage things rather have Jamani or anyone else manage the project by themselves.

If anyone is intrested, gimmie a PM and we'll talk! Personally as for management for the project I would ask for members who have been on tf2maps for a while now/ have a good handle on Hammer and experience. What do people think?
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
By far the largest problem was organisation. If the blocked-out map contained the specified sections, with connections between them pre-made. Like a grid made out of walls, with the occasional opening. That way there would be no confusion about what each user is to do.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I agree, organization was pretty sloppy. I ended up doing the wrong section even though I was sure I did the right one.

I wouldn't mind doing another, more focused project with people - maybe something less grandiose like KotH but where each team has a single backup flag they use to automatically take control of the point kind of thing. One use per round, then it's gone forever. Or whatever, I'm open to ideas, but I'd prefer it to be something pretty small like KotH.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I agree, organization was pretty sloppy. I ended up doing the wrong section even though I was sure I did the right one.

I wouldn't mind doing another, more focused project with people - maybe something less grandiose like KotH but where each team has a single backup flag they use to automatically take control of the point kind of thing. One use per round, then it's gone forever. Or whatever, I'm open to ideas, but I'd prefer it to be something pretty small like KotH.

I like that idea. So teams can capture the point like normal, but 1 player can deliver the flag from their base for an instant-cap. The main problem is that with such a small map idea, mappers would get very small, non-cohesive sections. Or if not, we might as well just make it as a single person. A/D cp seems the most reasonable idea.
 

Gundam

L1: Registered
Jun 22, 2009
34
18
KotH is a good idea, since it's one of the game mode that allows for a smaller map.

The original design as voted was territorial KotH in mixed alpine/swamp theme. A single KotH map in swamp theme would be in this vein.

The scope of the project should be kept small imo.

Also there needs to be a flawless system for keeping people mapping concurrently. Communication and co-ordination are essential, and it can't be left to just one person.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I like that idea. So teams can capture the point like normal, but 1 player can deliver the flag from their base for an instant-cap. The main problem is that with such a small map idea, mappers would get very small, non-cohesive sections. Or if not, we might as well just make it as a single person. A/D cp seems the most reasonable idea.

Well it depends, not everyone needs to do everything. I prefer doing layout over detail, for example, and so I wouldn't mind getting passed up for detail work over someone else.

Also, if we keep the team smaller than previously everyone should be able to get something done on the map.

And, if we do end up getting too many people, we can always split the team up into smaller teams and they can work on their own community map . So if we get 20 people, we can split it into two teams of ten, or three teams of 7-7-6, etc.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
By far the best idea would be for someone (s) with good mapping experience to block out the map, and leave detailing and optimisation to the community. Breaking it down one imagines it would be better to simply enlist this team to find the best abandoned alpha maps and finish them.