TheNoob_Gamer Posted March 18, 2020 (edited) I've been thinking about hosting a (cool?) community project lately; but my lack of moderation skills is still making me hesistant. Any cool tips? EDIT: The question has been answered, thanks everyone for leaving suggestions. If you need to bump this thread, please do it with a valid reason in mind. Edited April 13, 2020 by TheNoob_Gamer 3 Share this post Link to post
ValeriyPipick Posted March 18, 2020 23 minutes ago, TheNoob_Gamer said: Any cool tips? Be an alpha-male. 7 Share this post Link to post
666shooter Posted March 18, 2020 People seem to like intriguing screenshots and detailed level themes or guidelines. 3 Share this post Link to post
phoo Posted March 18, 2020 (edited) I can't speak from personal experience (I'm a bit newer to mapping and I've only worked solo), but from what I've seen: you need to present your project in an interesting way that really attracts people; get really creative with your vision and idea. Establish a strong theme/set of themes, from the start that will help to guide the project in the direction you want. Speaking of presentability, I think you should include a good amount of text offering some exposition about what the project is striving to be/achieve, even give some backstory/lore if you're seeking to have a bit of a narrative to backup your project's gameplay and theme(s). Include a lot of screenshots to give people an idea of what the mod is sort of going to look like. Make sure to update this information as the project progresses toward completion. Create a set of rigid guidelines that will help to guide the development of this project. They could be almost anything, but a good example might be some sort of expected deadline. Organization and structure is no doubt important with large projects like these. Clear and effective communication with project collaborators is also important. Depending on the nature and scope of the project, you may want to implement some form of version control as well. Other than that, I would suggest looking at some community project threads for some more ideas. Edited March 18, 2020 by phoo 2 Share this post Link to post
Kronecker–Capelli Posted March 18, 2020 No publicity - no prosperity, basic rule of businesses. The better you advertise you thing, the more attention it get, mpre people would interest in it, more people would willing to contribute to it. 0 Share this post Link to post
baja blast rd. Posted March 18, 2020 (edited) Honestly, OP format helps a lot. I'm not going to seek out a bad OP just to pan it, so I made one myself (the project idea is just silly filler). First is the sloppy version; up next is a more organized version. Hello everyone my project is the 256x256 map project and the goal will be to create non-linear maps that are beautiful and take place in the space of a 256x256 area. I feel like brevity is greatly underappreciated in this day and age and I think that everyone is going for the biggest maps possible but that small maps should be possible to do well. All source ports are welcome as long as they are compatible with Doomsday models. You can submit up to two maps for the project. Basically, I want to keep slots open so that a lot of the community can contribute, which wouldn't be possible if one person submits 10 maps. The maps can be any style you want, from slaughtermaps to adventure maps to puzzle maps, but I want the gameplay and the visuals to both be attractive, regardless of what style you use. If you make a slaughtermap, don't spam monsters, place them tactically in your layout. Likewise, puzzle maps should have a solution and not require the player to look up the map in the editor. Adventure maps should not be confusing slogs. The name of the community project is still undecided but I'll let you know when I think of a good one. Alternatively, you can provide suggestions for the name below and I might take them into consideration. It doesn't matter if you're in the project or not: I'll give you credit for the name. The story is that in the planet of X'4l23;4leeuia, the demons ran out of chainsaws so they came to Earth to get more chainsaws. (The story by the way also requires that all maps have multiple chainsaws in them!) Their alien ship arrived suddenly and spectacularly and the buxom marine donned his shotgun and shouted meticulously, "Wow! That's a lot of demons!" The plangent echos rang out all around the yonder world. Everyone knew: it was time to fucken' roll? The story will take place between two worlds, both earth and X'4l23;4leeuia, and I will accept maps for both episodes (no more than 50 maps each). You can use whatever textures you want as long as they are compatible with Doom 2 and in the Doom 2 textures. If you submit two maps I'd request that they be in different worlds so that you don't hog up too many maps from one episode. If you submit a map I'll ask that it be beatable, and we'll have a phase where people will playtest the maps in order to make sure that they are balanced and generally enjoyable. Mappers of all levels of experience are welcome! I've been a part of this community for a while and it's the first time I'm hosting a community project, so I hope it's successful. I want to finish the project sometime this year and it will be for vanilla. Hi everyone, Chainsaw Rampage is a 256x256 restriction project centered around two episodes: Earth, and an alien planet. Each episode will contain up to 50 maps, depending on how many submissions we get. The goal is to create non-linear maps that are beautiful and take place in a small area. I feel brevity is greatly underappreciated in this day and age. Story On the planet of X'4l23;4leeuia, the demons ran out of chainsaws so they came to Earth to get more. Their alien ship arrived suddenly and spectacularly and the buxom marine donned his shotgun and shouted meticulously, "Wow! That's a lot of demons!" The plangent echos rang out all around the yonder world. Everyone knew: it was time to fucken' roll? Project Specifications Use only stock textures. Maps must be compatible with Doomsday. We will be using models instead of sprites. The playable area of a map must not exceed 256x256 map units. In keeping with the story, all maps must have multiple chainsaws! There will be two episodes: Earth and an alien planet. Each will contain up to 50 maps. Submissions You can submit up to two maps. If you submit two maps, one must be for the Earth episode and the other for the alien-planet episode. Playtest your maps. At the end, we'll playtest the maps as a group so that they are balanced and generally enjoyable, but I'd prefer if the maps are functional before that. The deadline is September 30, 2020. Mappers of all levels of experience are welcome! Guidelines and Other Commentary Spoiler The two-submission restriction exists to keep slots open so that a lot of the community can contribute. You can map any style you want, from slaughtermaps to adventure maps to puzzle maps, but I want the gameplay and the visuals to both be attractive, regardless of what style you use. If you make a slaughtermap, don't spam monsters; place them tactically in your layout. Likewise, puzzle maps should have a solution and not require the player to look up the map in the editor. Adventure maps should not be confusing slogs. [Blah blah blah more text here blah blah blah.] If you're almost done before the deadline let me know, show me your work, and I might extend it for you while we test the other maps -- but I don't want this to be abused! Signup List Dobu Gabu Maru As for other positive examples, I really liked the organization of Project Dark's OP.. Tango's Paradise comes to mind as one of the strongest at arranging its info and being tidy. The Team Rocket 2 thread is cool as well. (Of course, good presentation is not a virtue solely relevant to community projects.) There are a lot of ways to actually divide information, depending on what is important, but many principles apply broadly: like using categories (so people know where to find what info), subordination, using bolding and other formatting in a consistent way, and interrupting walls of text with (relevant!) visuals. Edited March 18, 2020 by rdwpa 27 Share this post Link to post
Χyzzy Posted March 18, 2020 ̶O̶h̶ ̶b̶o̶y̶,̶ ̶s̶i̶g̶n̶ ̶m̶e̶ ̶u̶p̶ ̶f̶o̶r̶ ̶t̶h̶i̶s̶!̶ 8 Share this post Link to post
Liberation Posted March 18, 2020 rdwpa has pretty much hit the nail on the head regarding the OP. I would recommend preparation as well, typically pick a texture pack if required and make some maps prior to posting. Try and make a map for each theme/episode so people can see straight away see what is expected of them. Getting a buddy to make a map or 2 is not a bad idea either, it all helps. Get people interested before you even post on here, get some screenshots up somewhere and mention that it is for an up and coming CP. When you start the CP, don't deviate from the original idea, that puts people off a lot and also don't let others force you into changing things, stick to your guns, it is your project after all. Also extra 1 tip, do as much of your mapping prior to starting as possible. Having the project time frame to look after/motivate the CP members makes life a lot easier, gives you time to do graphics, find music, make alpha builds and getting streamers to play. 5 Share this post Link to post
pcorf Posted March 18, 2020 (edited) Do a limit removing project and don't go too crazy with rules and let mappers do what they want. Any theme, don't assign map slots because you (as the leader) decide where the maps end up according to theme, amount of monsters, etc. It is all about having fun. Also it is VERY VERY important to interact with the mappers throughout the development of the project, keeping it active is the key to success. I've led 2 successful CP's because of this resulting in 2 megawads and around 90 levels total, most which were fantastic maps indeed all because of a strong and positive interaction between members. Here is an example, let's say we have a Pcorf Community Project 3. - For Doom 2 - Will use Memento Mori 2 textures. - Maximum 2000 linedefs. - Have fun mapping - Any theme - For limit removing sourceport. - Use only Jimmy's music. Any song of your choice. - Maps will be arranged by theme, amount of monsters, etc. - If more than 32 maps are received an overflow episode will be created. Special slots MAP15: (must contain secret exit) MAP30: (must contain Icon Of Sin) MAP31: (must contain secret exit) Submitted maps (5) (EXAMPLE) Unspeakable Persecution by John Romero Underhalls by American McGee Icon of Sin by Sandy Petersen (MAP30) Chiron (And Hell Followed) by Dr Sleep Wormhole by Ty Halderman Edited March 19, 2020 by pcorf 2 Share this post Link to post
Bridgeburner56 Posted March 19, 2020 I've just about finished running my 2nd community project and aside from what rdwpa laid out very nicely is once things get started ALL energy comes from the top and flows down. The difference and energetic and positive leadership person/team makes is massive. If the ones running the show appear to be doing sweet fuck all then your mappers will very quickly lose interest or get annoyed at the lack of obvious progress/direction. You don't have to necessarily be mapping to generate that forward flow. Testing, regular updates, feedback, maintainance of the resources, answering questions are all ways to show that leadership is paying attention and expecting submitals. I've seen promising projects stagnate for months and years never to be released, and projects that looked dubious on paper be more than successful and be warmly received on release. The difference was the drive from the top. 9 Share this post Link to post
MFG38 Posted March 19, 2020 Don't disappear suddenly without warning. The host of a community project I participated in a while back did this, and it's been in limbo ever since. It got to the point where I basically said "fuck it" and pulled out of it. That shit if anything is unfair towards everyone involved. 4 Share this post Link to post
pcorf Posted March 19, 2020 (edited) 52 minutes ago, MFG38 said: Don't disappear suddenly without warning. The host of a community project I participated in a while back did this, and it's been in limbo ever since. It got to the point where I basically said "fuck it" and pulled out of it. That shit if anything is unfair towards everyone involved. Agree. I find this extremely frustrating. This is why I usually don't participate in CP's. TNT Devilution (which I was very keen to finish myself) is a great example of this. But there are others too. Edited March 19, 2020 by pcorf 0 Share this post Link to post
pcorf Posted March 19, 2020 10 hours ago, Bridgeburner56 said: I've just about finished running my 2nd community project and aside from what rdwpa laid out very nicely is once things get started ALL energy comes from the top and flows down. The difference and energetic and positive leadership person/team makes is massive. If the ones running the show appear to be doing sweet fuck all then your mappers will very quickly lose interest or get annoyed at the lack of obvious progress/direction. You don't have to necessarily be mapping to generate that forward flow. Testing, regular updates, feedback, maintainance of the resources, answering questions are all ways to show that leadership is paying attention and expecting submitals. I've seen promising projects stagnate for months and years never to be released, and projects that looked dubious on paper be more than successful and be warmly received on release. The difference was the drive from the top. Well said!. You absolutely nailed it. Agree 200%. 2 Share this post Link to post
Pegleg Posted March 19, 2020 There's been a lot of good advice here, @TheNoob_Gamer. I completely agree with the points raised by our esteemed colleagues. I've never led a community project, but I've involved in several, some of which were successful, and others that have foundered. From those experiences, these points are what I would like to add to the discussion. Be civil. Be supportive. Don't be abusive. Provide clear feedback. Provide quality control, as necessary. Leading a community project can be a lot of work, so you need to be prepared for that. With regard to the Doom side of the project, it may go smoothly, there may be rough patches, you may not get the involvement you were after, you may get more people interested than you have space, or you may have people drop out after pledging to make a map. You have to be ready for any and all of these. Don't take any of it personally, just roll with the punches, and adapt. Have at least one map ready, or nearly ready, when you announce the project. This is particularly important for your first community project before anyone knows what to expect from you. You may be super excited about your idea and want to rush out and get people to start working on it, but if you have work already finished, it conveys the message that you are actually committed to the idea and have already done some work to support it. You aren't just throwing out an idea to try to get people to make a megawad for you. You are still a human being with a life in the real world, so things might happen that will take you away from Doom. That's OK. But if it you do have to step aside for an extended period of time, just communicate this to the other people working on the project. You don't need to go into details, you just need to apprise them of the situation and how long you'll be incommunicado. And if that changes, try to let them know that, too. It's helpful to have some lieutenants that you can trust to contribute to the project and assist you in managing it. This isn't necessary (there have been plenty of successful CP's that didn't have any), but it can be helpful to have someone else on your team. It also provides encouragement to potential mappers that you are serious; in fact, you've already recruited people to make maps for the project. At the end of the day, though, you're still at the top, but you have others who can help shepherd the project, particularly if you have to be absent. If you're going to have to step aside for an extended period of time (for example, you were just transferred to a research station in Antarctica for a 12 month assignment and you leave next week), appoint someone to take over the project so that it can continue in your absence. This is another reason it's nice to have lieutenants. As Lib said, settle on a set of rules ahead of time. Make sure those rules are clearly communicated. Don't have hidden rules that you don't really publicize well. It's fine to have a very specific interpretation of your rule set, but make sure that specific interpretation is clearly stated. You should be fairly firm with your rules. The project is YOUR project to lead, not the people contributing to it. Please understand that I don't mean that you should be so rigid that if someone points out a serious problem, you ignore it and demand that the rules be followed. If your rule set has a serious flaw or problem, be flexible enough to address it. I think this would be a good reason for you to modify your rule or rules: "Rule #1: Maps must not violate the vanilla save game buffer limit. Rule #2: Maps must contain at least 500 monsters." I do mean that if a potential mapper just doesn't like your rules or wants you to change a rule or rules for some reason that isn't critical, don't do it. If that means they don't contribute, then that means they don't contribute. These are not good reasons to change your rules: "Chainsaw only maps are boring, so you should allow other weapons in the maps." "I know you said no Commander Keens, but I have an awesome idea that will require Commander Keens, so I need you to relax that rule." "I'm not very good at Doom, but I want to make a hard slaughtermap, so you need to drop the requirement that a mapper must submit a demo of them UV-Maxing their own map." Some people will say you need a Discord channel. You can have one if you want, but it's not essential. Valkiriforce managed Akeldama perfectly fine without a Discord channel. 2 Share this post Link to post
ketmar Posted April 12, 2020 On 3/18/2020 at 8:00 PM, rdwpa said: Signup List Dobu Gabu Maru that's enough, all other text is irrelevant. 0 Share this post Link to post
purist Posted April 13, 2020 Keep your first post informative, succinct and pleasant to read. Make sure all the rules are decided and clear from the start. Be prepared to do everything yourself. If you do not already have a reputation on the forum be prepared to scale down the project. 1 Share this post Link to post