If we are only using Boom-Compat, where is the Eternity component?
Eternity is fully Boom-compatible, though. There would be absolutely zero problem with maps being included that only use standard Boom features :P
Not necessarily. Just have a sign up thread with slots. To start everyone can only take one slot. Then you have checkpoints where people are required to post a screenshot or whatever to show they are actually making progress. If they are a no-show then they lose the slot. Meanwhile you encourage people to make more that one map for the project, and use these other maps to fill the slots left by people who flaked out.
More people = less chance that CC4 will even get finished.
It is not a perfect system, but it works.
First of all, props again for pulling CC3 together. I will give a vote of confidence for your leadership of CC4. That being said, I do have some suggestions of my own that I think could take CC4 to the next level.
The Green Herring said:
As the man responsible for the brunt of CC3's compilation, and de facto leader during that time, I would be interested in leading and contributing to CC4. I, too, believe this should be Boom-compatible, as apart from being limit-removing, you can do a lot more things with it than in vanilla Doom without sacrificing either 1) the classic Doom feel, 2) source port compatibility, or 3) ease of mapping.
For the sake of continuity, each map could have a similar start and exit (I can come up with them,) and each ten-level set could have a specific theme. For instance, MAP01-10 could be military/techbase, MAP11-20 could be gothic, and MAP21-30 could be Hell. MAP31-32, being secret levels, can use any theme you want. If we do that, and anybody's making a texture resource WAD for this, it should have a full set of textures for each of the themes, whichever ones we determine. Also, I'm not sure we should have maps as large as CC3 MAP12/20 in this one, especially near the beginning or middle of the WAD.
As for new monsters, if someone could replace the SS Nazi with a monster whose function is not redundant, via DeHackEd, that could be nice.
Beta-testing should be mandatory, and I agree with assembling a beta-testing team for the project.
First, while similar starts and exits are cool I don't think it would be the best idea for a CC project. I think it would scare people away by taking away some creative control of their map. I also think the logistics of it might get too complex. Plus, if themes are assigned to slots you already have greater continuity than the previous projects.
Also, I think using Military/Tech, Gothic, and Hell as themes may also be a bit to limiting. Rather, have themes such as Earthlike, Otherworldly, and Extradimensional. You still will have continuity in the maps, but there can be more diverse styles in each episode. Of course, this may also be partly my prejudice against the Tech/Infested/Hell progression of most megawads.
I do think that the theme idea needs a lot of work, and should be handled with discretion. Done improperly the mappers lose creative control, and there is no quicker way to get shitty maps than to do that.
I do totally agree with you on the map length thing, and I know I was one of the chief offenders in that category. I don't think it is right to put an absolute maximum on size (besides the 32000ish sidedef limit), rather there should be a strong suggestion on play length. Maps should have a par time between 5 and 30 minutes. The big maps really break up the flow of the set and get tedious.
A few months back we had a conversation where it was suggested that there be all new music for the project. I believe it was determined that an open competition on the DW forums for midi sequencers would be a good way to go about this. I still think this is a good idea. I doubt we will be able to get 32 unique tunes, but there can be repeats like in the IWADs. Perhaps have each mapper choose their favorite tune for their contribution?
Finally, I have been slowly throwing together some texture and flat resources for the project, and could accelerate my efforts to create a true resource wad for mappers when the slots are opened. I have not been segregating by theme however (personally I think what textures make up a theme should be at mapper's discretion).
Oh, eventually someone needs to pester the powers that be to change this to the "Community Chest 4" forum.