Collaborating With Other Mappers
Don’t have the time or expertise to build a complete map on your own? Collaborating with other mappers is one way of sharing some of the workload and learning new skills. Be careful though, it can either be a great team experience or it can be a frustrating nightmare of poor coordination, lost work, and unrealized expectations. Here are a couple of things you might want to consider when working with other mappers, modellers, artists, or scripters:
NOTE: These are notes compiled during my first collaborative mapping (w/ Mean Mr. Mustard, Seven_DC, and thegnat) event, which turned out to be a very pleasant experience - I thought.
Anyway, thought I’d share since it seems like a lot of people are collaborating with each other these days.
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Be open to, and in fact, solicit, suggestions, feedback, and comments - this is supposed to be a collaborative venture. Just because you are the project leader doesn’t mean that you have to come up with all the ideas or that other team members won’t have really good suggestions. Team members are also more willing to dedicate the time and effort to ‘your’ map if they feel like they have some ownership of the project.
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Keep in mind, that as the project owner, you’re ultimately responsible for the project success or failure. You are the one recruiting people for your team and are responsible for selecting people who can do the work and work well with you. You’re also the one that sets the direction of the project and the tone/themes of the map. You may also have to make most of the decisions.
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Coordinate, coordinate, coordinate!!! How large of a terrain mesh do you want? Are you using standard dimensions for hallways, door, and rooms? Is there a texture theme? How should the map flow. What are the timelines? Talk these issues out amongst the team and get agreement on where everyone needs to be working towards. Get agreement up front. It’s stressful when everyone comes back with their project pieces and they just don’t mesh.
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Get some agreement on how the team will communicate. E-mail is fine. You can also communicate in IRC or on a forum board – whatever makes it easy for the team to communicate. Don’t just automatically assume that everyone will want to communicate in the manner you like.
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Periodic updates, even to say you haven’t been working on anything, are great. It helps keep the team current on where everyone is.
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Break your map into stand alone pieces that can be worked on in parallel. Building terrain, laying out basic building blockouts, and creating entities/scripting can all be done at the same time and easily merged. This reduces the chances that you will duplicate the work of others. As you work on these pieces, remember to keep up a steady flow of communications regarding process and adherence to agreed upon themes.
Sections of structures and terrain prefabs, such as tunnels can also be farmed out. However, before significant detail work is done, get some agreement on general placement and size. For example, before building out a tunnel in all it’s glory, block out the caulk hull, get agreement on start and end points, then, as the tunnel gets build, drop it into the existing map as a prefab to doublecheck that it still synchs with your original vision. -
Version Control! There is nothing worse than realizing two people made major edits to out-of-date files or the same file, which cannot be easily seperated. For example, if you spent hours trimming terrain brushes only to find out that your partner had moved the underground tunnels around, or that both people went though and applied different texture themes to the major buildings. If major changes are going to take place, figure out before hand who is going to make them and ensure no one else is working on the same file. Time and date stamping your .MAP file is helpful for making sure people are working off the latest versions.
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Conduct periodic process checks. Just because you think everything is going really well, doesn’t mean everyone else is. Is everyone communicating OK? Do team members feel like they are making valuable contributions to the project? Are you being too dictatorial? Is everyone doing what they signed up to do? What is going well with the project? What isn’t going to well and how can it be fixed? It’s always better to identify and deal with these issues proactively rather than to have a big blow up down the road. Failure to deal with these issues early just results in a lot of frustration and resentment.
Cheers - I’d love to hear other people’s suggestions or horror stories
You don’t talk, you’ll get into problems. Question is when, not if.
I then helped Iffy debug the cap/grab items in byzantine. I wouldn’t really call those team efforts, but it set up vengeance.