doctormidnight on 12/1/2006 at 21:28
In looking at the post by Prustage, I can't help but agree with some of his comments, especially as applies to trying something small to see what the group dynamic will be.
Therefore, I propose we play a game of pass the room. One person (or a group), ideally the concept artist(s), designs an extremely basic layout of a small level. They pass on this information to the first mapper, who builds two or three connected rooms with BSP, some basic accessories (a couch, a fireplace, etc.), and that's it. They should include a text file with a basic idea of where they are going with the layout and how it works with the concept art. The rooms and description are then passed on to another mapper, who adds one or two more rooms, and so on until all the basic mapping is done.
It then gets passed on to the people who will do the major work of editing the BSP (if needed) and adding in all of the static meshes, set accessories, lighting, etc. After that, it gets sent back to the writers for a yes/no vote.
At this point, the scripters will get the files and start working their magic, and they will periodically need to consult with the writers to ensure the scripting is meeting standards.
While all this is going on, the moddelers will be working with the writers and concept artists to fulfill any special requirements for the level. The sound design people will get frequent updates and will work with the writers and concept artists as well.
So, step one is to decide if this kind of process is going to work. I think it will, so long as we are all clear that this is something of a "weeding out" process for both contributors and for organizational methods as well. Thoughts?
STiFU on 12/1/2006 at 21:46
Quote Posted by doctormidnight
Therefore, I propose we play a game of pass the room. One person (or a group), ideally the concept artist(s), designs an extremely basic layout of a small level. They pass on this information to the first mapper, who builds two or three connected rooms with BSP, some basic accessories (a couch, a fireplace, etc.), and that's it. They should include a text file with a basic idea of where they are going with the layout and how it works with the concept art. The rooms and description are then passed on to another mapper, who adds one or two more rooms, and so on until all the basic mapping is done.
I wonder whether this wouldn't decelerate the process of mapping. I'd rather divide it in ground strucure > detailed BSP > Static meshes, but the problem on that is again, that the static meshes don't fit into every structure. hmn... This time we should think a bit bigger perhaps. Lets say one guy is working 2 weeks on a mission and then the next editor will add his ideas.
jay pettitt on 12/1/2006 at 21:58
Quote Posted by sparhawk
I doubt it. From a professional point of view, this is the most sensible thing to do, even though some, like Jay, ay say otherwise and keep on harping that it is 'just' a community project.
Sorry, is it because one time I called you a pedantic cock?
How about you provide just one example where I have harped on that this is 'just' a community project...
Or for that matter, provide one example of a post I have made has done anything other than enable or indeed welcome contributions to the project...
Or you rightly fuck off with your snide little comments.
kthanksbye.
In the mean time...
I've set up forums, a blog and a wiki for the project to make use of...
I had promissed Ascottk They'd be ready for today, but I'm running a little late... I'm just tweaking my MySQL databases and style sheets - they'll be with you tomorrow.
Also, I'm in full agreement with Prustage ;)
STiFU on 12/1/2006 at 22:06
Hey guys... we don't want any tensions in our team here! so plz be quiet and nice to each other! :) We want to make a good campaign and we can. The only thing that is needed is that we work together....
jay pettitt on 12/1/2006 at 22:10
It's okay, Sparhawk isn't in our team. :thumb:
ascottk on 12/1/2006 at 22:15
Quote Posted by jay pettitt
I've set up forums, a blog and a wiki for the project to make use of...
I had promissed Ascottk They'd be ready for today, but I'm running a little late... I'm just tweaking my MySQL databases and style sheets - they'll be with you tomorrow.
Also, I'm in full agreement with Prustage ;)
No biggie :thumb: A seperate forum would've been nice but I wasn't expecting it to happen. If it's late then it's fine with me :cool:
str8g8 on 13/1/2006 at 08:35
I was a little concerned about the idea of pass the parcel levels. I don't think I would enjoy making maps that way. We can and should employ the principle of division of labour and play to our strengths (for instance, I'm not much cop at the scripting side of things) bu we have to maintain "ownership" as well. When the campaign is finished everyone in the team should be able to point to something and say "I did that!" and be proud of their achievements.
On the other hand, there is the problem that we have 8 mappers and only half as many missions.:erg:
If we split the process down we get:
Pre-production: planning, story, concept art, prototyping ideas etc.
Production: mapping, cut-scenes, sounds, scripts
Post-production: QA, testing, polish
Further I think mapping can be broken down as follows
Beauty pass: bsp, textures, lighting, mesh placement
Gameplay pass: AI and navmesh, scripts
Sound pass: ambient and spot fx
How easy is it to merge maps? Without scripting and so on it is just a matter of cutting and pasting, right? I suggest that 2 (or more) mappers can collaborate on the beauty pass by building them seperately and and then joining them together. The 2 mappers would have to genuinely collaborate on the use of textures and so on, and we would need clear art direction and good concept art. The unified map would then be handed on for the gameplay pass, then sound.
Incidentally, the team of mappers responsible for an individual mission could also be more involved in pre-production, increasing the sense of ownership.
just my thoughts
str8g8
GlasWolf on 13/1/2006 at 10:51
Quote Posted by str8g8
On the other hand, there is the problem that we have 8 mappers and only half as many missions.:erg:
Feel free to rate me as an Assistant/Junior Mapper for grunt work only.
Ziemanskye on 13/1/2006 at 11:41
Your also assuming that a mission = 1 map.
We can divide down loadzones to different people too, and that would need less cross-communication between people working on the same mission.
And I'm already wary of any approach that's just like prototyping spaces to be filled later - when we detail that kind of level if they aren't already carefullly scaled and documented you're just going to cripple performance.
Now, don't get me wrong - prototyping ideas is okay - so long as they get built/expanded into a seperate proper level later, rather than having to gut and retcon a whole mission's worth of brushes because someone wanted alpha-barriers on the edge of every roof and it's clocking 2.1 fps or something equally daft.
Otherwise, well real-life is going to slow me down some starting soon, but I'm still game for the First-pass mapping/detailing/lighting of an area, and might be able to help with planning/concept art. I still stand by my rule of No Undead though.