My two cents.... (and no dis-respect for the tremendous amount of work put in. Kudos! I can only wish I had half the knowledge.)
From the get-go (or at least when the two mods combined), I've always felt the mod was trying to do too many things and be too many things for too many people. I think (and perhaps its not too late) that the mod should have addressed smaller bits of features and been made into several 'mods'. For example, the sound mod, the weapons handling mod (and maybe even break that out into recoil and handling), the 'map control' mod, etc.
I see the benefit of making one big mod. Its easier to see if one change breaks some other piece of the code, etc.
My (ignorance is bliss) suggestion would be to define a feature set for a complete mod. Lock the feature set, build it. Test it. Then attempt to break it into smaller bits so that at least some portion of the mod has a snowball's chance in hell of being whitelisted. Regardless of the avenue taken, there has to be an 'end' or final goal or else the thing will never see widespread usage (whitelisted or not).
As per whitelisting, without further updates or feature sets in the game, the 'need' for whitelisting should take a backseat to the 'want' of players looking for something different to spice things up. (But then most seem to be content to play the same old maps hundreds and hundreds and hundreds of times over and over and over again... ad nauseum...so what do I know?)
From the get-go (or at least when the two mods combined), I've always felt the mod was trying to do too many things and be too many things for too many people. I think (and perhaps its not too late) that the mod should have addressed smaller bits of features and been made into several 'mods'. For example, the sound mod, the weapons handling mod (and maybe even break that out into recoil and handling), the 'map control' mod, etc.
I see the benefit of making one big mod. Its easier to see if one change breaks some other piece of the code, etc.
My (ignorance is bliss) suggestion would be to define a feature set for a complete mod. Lock the feature set, build it. Test it. Then attempt to break it into smaller bits so that at least some portion of the mod has a snowball's chance in hell of being whitelisted. Regardless of the avenue taken, there has to be an 'end' or final goal or else the thing will never see widespread usage (whitelisted or not).
As per whitelisting, without further updates or feature sets in the game, the 'need' for whitelisting should take a backseat to the 'want' of players looking for something different to spice things up. (But then most seem to be content to play the same old maps hundreds and hundreds and hundreds of times over and over and over again... ad nauseum...so what do I know?)
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