Re: Background map update - discussion
Posted: 20 May 2020 23:40
The best helmsmen are standing ashore...
It's easy to claim that you know better how to run things in this team, but it's not that easy. You see, ProMods is more kind of a big map modders alliance, some map mods have been annexed by us. We can help each other out and we have one big project we contribute stuff towards, but there's also quite a range of differing opinions within our team. It is a bit of a challenge to manage and co-ordinate such a diverse team, and a bit stressful at times, and distracting from our main task (which is making content), but so far it still works.
What you propose is to add even more complexity to the mix by catering to third-party map mods as well. This would require managing conflicting interests (especially in places where map mods overlap each other), different overall visions and work philosophies, a bunch of technical issues and a whole lot of different combinations of map mods that players are possibly using. Would you wish to get overstressed for what is still technically a hobby-project? We sure don't want to saddle ourselves up with even more workload...
Furthermore, there are different reasons why co-operation maps has been lagging behind or why some of these maps haven't joined ProMods. Here are a few
- Russian Maps: A lot of these map developers may be talented, the main problem is the language barrier. Most of these devs don't speak English, and most of us don't speak Russian. If communication is hard, co-operation is even harder.
- Great Steppe: this is too far from our main area, and there's no way to establish a logical connection to our map. It's more geared towards Russian maps, which makes total sense in context.
- Poland Rebuilding: ... let's say that it was never a happy marriage... Also, communication problems and stubbornness ended this co-operation.
- RoEx: Reminds us too much of our "ex" . Jokes aside, there are some fundamental disagreements between the two teams how compatibility should work and which areas should and shouldn't be overwritten. This is
- Some other addons are not quite up to our standards. We do recruit people where we see good potential in them (see how DOWL recently joined the team), some people are still in the recruitment process, but we also see some people who are simply not there yet. We won't stop them from making their maps, but it's not our responsibility to cater to each and every one of them, especially when they are small. There are just too many of them for us to handle.
If co-operation were possible, it would've happened already. But the problems I listed above are a few reasons why it didn't...
It's easy to claim that you know better how to run things in this team, but it's not that easy. You see, ProMods is more kind of a big map modders alliance, some map mods have been annexed by us. We can help each other out and we have one big project we contribute stuff towards, but there's also quite a range of differing opinions within our team. It is a bit of a challenge to manage and co-ordinate such a diverse team, and a bit stressful at times, and distracting from our main task (which is making content), but so far it still works.
What you propose is to add even more complexity to the mix by catering to third-party map mods as well. This would require managing conflicting interests (especially in places where map mods overlap each other), different overall visions and work philosophies, a bunch of technical issues and a whole lot of different combinations of map mods that players are possibly using. Would you wish to get overstressed for what is still technically a hobby-project? We sure don't want to saddle ourselves up with even more workload...
Furthermore, there are different reasons why co-operation maps has been lagging behind or why some of these maps haven't joined ProMods. Here are a few
- Russian Maps: A lot of these map developers may be talented, the main problem is the language barrier. Most of these devs don't speak English, and most of us don't speak Russian. If communication is hard, co-operation is even harder.
- Great Steppe: this is too far from our main area, and there's no way to establish a logical connection to our map. It's more geared towards Russian maps, which makes total sense in context.
- Poland Rebuilding: ... let's say that it was never a happy marriage... Also, communication problems and stubbornness ended this co-operation.
- RoEx: Reminds us too much of our "ex" . Jokes aside, there are some fundamental disagreements between the two teams how compatibility should work and which areas should and shouldn't be overwritten. This is
- Some other addons are not quite up to our standards. We do recruit people where we see good potential in them (see how DOWL recently joined the team), some people are still in the recruitment process, but we also see some people who are simply not there yet. We won't stop them from making their maps, but it's not our responsibility to cater to each and every one of them, especially when they are small. There are just too many of them for us to handle.
If co-operation were possible, it would've happened already. But the problems I listed above are a few reasons why it didn't...