Korax Mod 1.0 was started and finished by me and Camper. For KMOD 2.2, the list of contributors is way longer. Also, for SE while the current team consists of 3 persons, another half a dozen contributed in a significant manner. And once SE is out, we might awake the interest of still more people and get more people to help us, especially that once DOOM 3 is out, mapping for the old DOOM won't be so hot any more... I think there's a chance some of them will migrate to Heretic or Hexen, or at least can be talked into doing that. Also, once we migrate to Vavoom after the completion of SE, AFAIK it'll be possible for people to write a single modul externally, which would make it easier for programmers to help us out a bit but not get involved big time. As for a DM, there might be some out there, I was just never looking for one as I felt no need for one this far, but for TSP most probably we'll need several who will design the dungeons as separate entities. I've got in touch with 2-3 DMs over the last year, they might want to help us out with TSP. And so on...
I think maybe 10% of the work time on TSP will be for artwork, 25% for programming (excl. map-specific scripting), 40% for mapping (incl. scripting and monster/item placement) and 20% for game design like concepts, storyline, quests, dialogues, voice acting etc. (yes I know it's not 100% yet, but there are some smaller tasks too, like writing a manual). This means we can most probably get through with only one artist, with 1 or 2 programmers (and maybe some coders who help out a bit), but we'll definitely need several mappers on the project, and either 1-2 full time members or half a dozen part-time contributors to game design. And with mapping I made the estimation for a minimal version, if we want very detailed environments (like half a dozen towns and 35 villages, each with a bunch of houses you can enter and explore fully decorated and furnished insides of buildings, or detail-work dungeons, extensive and non-monotonous countryside etc.), time needed on mapping work will be several times more (though in this case amount of artwork needed will rise most probably as well).
And yes, I'm absolutely aware that unless we get more team members, TSP will either take years to complete, or we'll have to omit a lot of stuff.
Not to forget is the fact that for Arena we'll do a lot of stuff that will be used in TSP as well, be it artwork or programming (or even music or sound effects or whatever). Also, Arena might be popular enough to get some mappers try their hands on making maps for it, and since it uses the same map format as TSP, that's already half a victory. [img]images/smiles/icon_smile.gif[/img]
Another thing to mention, if you followed the happenings lately, a project is going on to create all Heretic and Hexen monsters and items in MD2 format for the Doomsday engine. While the definitions will have to be written for Vavoom anew, the bulk of the work (i.e. the models and skins) will be ready for our use. That means to create 25 different versions of the Ettin, you'll only need to modify one single image file, the skin, 25 times. I think it's a lot less work than creating 25x the full sprite animation sequence (correct me if I'm wrong). Using 3D models exclusively would give us another edge, together with the enhanced capabilites of the world engine in Vavoom that would mean the game wouldn't look decidedly older than a Quake II engine game, making it much more competitive in, say, 2004, than the technology behind SE would be. With the rapid evolution of CPUs and 3D cards, there should be IMO no prob in 2 years from now to display 500 (relatively low-resolution) polygon monsters on an average computer, and for those who don't have the horsepower, we could always keep the sprites as an option. BTW sprites are once again in, if you've seen SoF2 or Jedi Knight II, they use a lot of sprite for foliage, not only for the leaf clusters of the trees, but also for all those wawing grasses. This means we could very well use the same technology for our projects.
I'll think about your other suggestions while writing the SE design guide. [img]images/smiles/icon_smile.gif[/img]