KA: Sounds good. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Sorry I never got to beta test it. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
RPG: I think we all know these projects are in an extremely messy state right now, since we've bombarded it with more ideas than characteristics. I think before we make any more concepts to the project, we have to first do some massive streamlining with what we have (getting tougher on these loosely related maps/sprites/codes and getting rid of the stuff that doesn't "fit" with the game). Here's step-by-step approach to what I propose:
1) Ask ourselves, "why are we doing this?" "What do we want to accomplish with this project?" "Do we want to make the most ambitious TC of Hexen ever? Or is this just an unofficial sequel as has been implied earlier?" All this is intermental discussion to put us all on the same wavelength. This is crucial because if all of us have different goals for this project, the project will be unorganized and thus will suffer drastically.
2) Make a good storyline. Not just a before-game-starts history, but a full-fledged plot detailing how the game will progress and end, possibly considering alternative endings like in Strife. And bear in mind this "storyline" involves more than just plot, but also the setting, time, demographics, etc.
3) Take a look at everything we've implemented into the RPG already since 2001. The stuff that best fits the plot/setting/synopsis will get higher priority than that which doesn't. Bluntly speaking, the most irrelevant material must be discarded (though for sedimentary and historical purposes we shouldn't delete it altogether, unless it's absolute shit).
4) Now that we've discarded the irrelevant/obselete, and are left with the already-made material that fits our synopsis, we are ready to make fresh new material that actually has a sense of direction and objective. Instead of just me going, "Here's a new map I made that we can put in SE somewhere," we have to assess the map to see if it seriously belongs in the project. Doing otherwise could make the project more disorganized and less unified. (to paraphrase, we should all ask for democratic consent to design something before we design it and wave it in each other's faces.)
I promise to beta test all our projects when I'm free, it's just that mid-term week has just past in school, and frankly I don't think I did very well. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Spending not enough time studying and spending too much time on the internet. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
I can make small maps for you all, maybe even help with the storyline. the "cutting and gutting," if you all agree with my approach, should be a team effort. Go team go! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->