I don't usually post something like this for news, but I've always thought that one of the major limits to Starcraft's mapping scene is the inability to effectively handle projects as a team. This is mainly due to the fact that triggers and terrain are both traditionally bound to their maps almost inseperably, lacking formal means to import/export between maps for dividing up between multiple people (note that Staredit's save/load feature for triggers strips location data, for instance, making it near useless).
Therefore, at great expense to my available free time, I've composed a fairly thorough guide on how to execute an effective Team Mapping Project working around such limits, which you can read here:
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Tuxedo-Templar's Team Mapping How-To Guide[/center]
Keep in mind this is intended for the intermediate and above map maker. You may not understand all the terminologies, but I think I did a fairly decent job of outlining the main points understandably nonetheless.
So go ahead and give it a read, especially if you're interested in doing that one über project that you just don't think you'd ever be able to manage by yourself. Maybe it'll give you some ideas.