eGO Community Map Project.

Having seen many "community" mapping projects die after a couple of weeks, some input I may give. Get a first playable alpha out ASAP. Most of the projects seemed to die because people were always waiting on someone else to finish something up. The gamemode will be CRITICAL. Depending on how many people work on the general layout design the size of the map will differ. I've seen collaborations where a group of 6 people tried to make the layout of a tc map, but just didn't communicate effectively. Regularly have meetings, talk to one another, and most of all have a leader, the go-to guy. Somebody in charge. This is vital, because if there is no organisation, and people have clashing ideas it breaks down and work comes to a halt. I suggest for file sharing you use a shared Dropbox folder. It automatically updates any vmfs, any custom textures or anything people within the project need to share. I'd be very interested in this project, however I have my own PL map in the making so don't want to bog myself down with too much work. I look forward to seeing the outcome. Good luck.
 
for this to move forward i think we really need organization a shared dropbox is the more ideal way to transfer thing but i think we should include a few things with the map

first thing would be a document that defines the objectives of the map, and the theme's used in the map. (example spytech bases's with alpine mid) there should also be things like the grid-size the fgd were using and the wall thickness in here too so everyone is using the same stuff and is on the right page.

and with the map there should be a change-log that is kept up to date on everything that was changed and by who.

edit:

i could host the shared folder on my drop-box or I could make a new drop-box just for this project. just pm your e-mails and I can add you too the participant list for the folder.
 
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We had a meeting in vent last night at 8, and we're having another meeting at 7pm tonight (in the first room in the TF2 Vent section). At the first meeting, we pretty much just rambled on about what the map is gonna look like and we made up some notes. I made a zip archive with the notes, our very not final layout, and the bbcode for the first post (don't ask).

I'm adding a pub (HaterSalad) for clipping and featherfoot07 for soundscapes

Join our Steam Group to receive news about progress, updates, and play-tests!
 
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Alas, family appeared at my door yesterday, and will stay here for the weekend at least, so no meetings for me...
 
ya more or less the same here i dont have windows installed right now and i cant get the audio input of vent to work in virtualbox
 
you know, I would love to be a part of this, I sat in a bit on both meetings and it sounds awesome and fun... only problem is I don't know how to do anything :(

good luck with the map though!
 
We had a meeting in vent last night at 8, and we're having another meeting at 7pm tonight (in the first room in the TF2 Vent section). At the first meeting, we pretty much just rambled on about what the map is gonna look like and we made up some notes. I made a zip archive with the notes, our very not final layout, and the bbcode for the first post (don't ask).

I'm adding a pub (HaterSalad) for clipping and featherfoot07 for soundscapes

Join our Steam Group to receive news about progress, updates, and play-tests!

Ahh! I totally missed both meetings. I'll grab the recordings... =P
 
Yep, I re-edited the first post
"The theme will be like hydro, we'll slowly move from a more rural area into an industrial complex. There were also be a river in the second stage, with some special attributes. ;) "
 
sound like a good idea thought it kinda breaks away from the tf2 narrative since blu's architecture is usually industrial not red's and blu is the attacking team.
 
I'm setting up a partition on the SVN server that was used for other projects. If this goes well we can use a similar method that garrys mod uses to keep the team syncronized
 
the partition is set up. I have uploaded the basic folder structure with empty folders into the SVN

i'm calling the root eGOtf2. This root will be substituted by your user name folder when you go to syncronize your SVN (i use tortoiseSVN).

there are 2 subfolders called sourcesdk_content and team fortress 2. all the correct subfolders are installed below these to that will be needed at the start. more folders and files will be added as the project moves along.

example - <myusername is the folder steam created using your name>

myusername/sourcesdk_content/tf/mapsrc = the folder were all the map source files go before they are compiled

myusername/team fortress 2/tf/maps = the folder were the final compiled map goes

so if i made a map called cp_blackmesa_final on my puter i should see

dragonhill/sourcesdk_content/tf/mapsrc/cp_blackmesa_final.vmf

the compiled map would see this

dragonhill/team fortress 2/tf/maps/cp_blackmesa_final.bsp

i have already messaged tbone that i will need an email addy for any one that needs SVN access. i will be sending out the user names and passwords and the link to the svn so you may try to link up you svn

~D
 
I'd be willing to play test these maps, but since I'm a mac user and SDK hasn't come to Steam on Mac yet, I can still do what I can to support you guys.
 
Ok, Death Injection is working on the map, but he only has access to his computer for a few hours every 2 or 3 days, basically we need a few more people to make the orange map!

Our layout is Available here, if we can get some more people to join, i will have a meeting explaining the layout
 
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