8 mb at 1.24?

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cause there most probably a filter. and anyways, the staff'll be like "oh, heres another hive member" and then delete it.
anyways, someone said in the dota forums at the rate icefrog is going right now, dota will reach the 4mb limit in version 6.6 or something like that. it was awhile ago.
 
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No, I'm sure a LOT of it came from the DotA community because Icefrog desperately wants to expand his game. I don't blame him.

Because now plenty of people will use 8 megs and maps will take even longer to download on battle.net than they did before.

Ok, but you shouldn't be downloading the maps that aren't worth the 8MB anyways. Increasing the filesize limit also increases expectations, and I will expect a map that is 8MB to be filled with 8MB of quality, original content, rather than just a bunch of custom models downloaded from websites like this one and used with no particular thematic or aesthetic synergy (SotDRP).
 
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All the reasons you're bringing up are in the hands of the modders, not in the hands of blizzard. Here's a simple solution: don't play maps made by noobs. Many maps undoubtedly fit within 4mb and there's no sane reason why those maps should suddenly start importing irrelevant content just because they can. Other maps however can benefit from it. My point: only advantages,. The disadvantages are caused by noobs, not caused by the limit being "large".
 
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8mb= 2min dl if you are not stupid and dl it at bnet.
i dont think that sombody will make 2.triggers just cause he is able to-but there could be more imports and more also biggger ones which arent using ingame textures.Not the clevest idea but now you can do this whith not so much disadvantages.
Blizzard does solve problems for dota cause there already more dota players than ladder game players...
 
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Dr Super Good

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8 Mbps = 8 second DL....
Learn maths. . .

Ofcourse this is only with hosts who have 8 Mbps UL which are only in first world places like europe, china, south korea, america and NOT united kingdoms.
People using ADSL should not host DL games as they usually only allow DL rates of 10 KB/sec odd which is far too slow.

I have seen hosting bots transfering maps as fast as 500 KB/sec on battlenet which is still only 16 seconds for a 8 MB map. So do not talk rubish about insanly long DL. If you get long DL then it is clear the host should not be hosting DL games and should leave the DL hosting to people who have the available bandwith like most host bots.
 

Dr Super Good

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I shell repeat again, ghost one hosting bots have no problem transfering maps at rates past 500 KB/sec which is 16 seconds for 8MB. Its purly often the problem where people host using ADSL where UL rates are total balls. It may be advisable if you use ADSL to kick DL as thats when you can get the insane DL times.

Also hopefully blizzard could change one or two lines of code so that DL rates generally are faster and automatically increase in spead instead of setting the spead on at DL start.
 
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Maybe to you. But I started modeling just because I didn't want having marines as common soldiers and steam tanks as tanks. Or using dwarven riflemen as musketeers.
I can have all of those and still only have used a couple hundred kilobytes. My point is not that you shouldn't import anything; it's that you shouldn't import for the sake of importing, and should use ingame models when they fit the situation (which they often do). Also, if something needs to be a total conversion with that much stuff, why are you making it anyways?
 
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You people are going crazy, lets make a chart. Advantages and Disadvantages:


Advantages:
More size
Meaning more imports
Meaning expansive gameplay
Meaning new creative gameplay option that were not able to be there before

Disadvantages:
Higher map size meaning slower dl ONLY ONLY if you have slow internet in which case you should upgrade by now, like everyone else has.

Noobs making 8mb maps worth of crap, but then again its not NOOBS making 8MBS worth of CRAP cause there have been noobs making crappy 4mb maps before, thats why we have THE HIVE to check which ones are worthy of being played and which are not.


Argument is over.
 
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I can have all of those and still only have used a couple hundred kilobytes. My point is not that you shouldn't import anything; it's that you shouldn't import for the sake of importing, and should use ingame models when they fit the situation (which they often do). Also, if something needs to be a total conversion with that much stuff, why are you making it anyways?

Well this means that you want to make warcraft custom maps base on the fact that its Warcraft. While with the new expansion, people could be actually be making full grown games that wont look or feel anything like war3, with new models and epic spells , interface, tilesets, etc. Which I think is way more fun to see.
 
Meh, for you maybe, who prefer to play minesweeper, pacman, chess and such games in warcraft. But I want to play with different visuals, not always the same, then I really feel more that I'm not playing ordinary warcraft with same units again and again.

And as I said, everything more than 1 mb is basicaly unacceptable for random players. But if you already have the map, then is no problem.
 
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Because of the bigger file size, we can soon make our multiplayer games totally not warcraft 3 like. I mean, we can just forget the basic models and import awesome new models. With the maximum limit of 4 mb, it's very hard.

I like, I like, I like. I wonder why this whole thing makes so big mess? Many of us have dreamed that this day come true. No need to worry so much about the file size anymore.
 
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Meh, for you maybe, who prefer to play minesweeper, pacman, chess and such games in warcraft. But I want to play with different visuals, not always the same, then I really feel more that I'm not playing ordinary warcraft with same units again and again.

And as I said, everything more than 1 mb is basicaly unacceptable for random players. But if you already have the map, then is no problem.
DoE, AotZ, TKoK, etc all follow this rule as well, and TKoK is the only one that comes close, and shows no indication of needing any more than it has.

Because of the bigger file size, we can soon make our multiplayer games totally not warcraft 3 like. I mean, we can just forget the basic models and import awesome new models. With the maximum limit of 4 mb, it's very hard.

I like, I like, I like. I wonder why this whole thing makes so big mess? Many of us have dreamed that this day come true. No need to worry so much about the file size anymore.
You still will have to worry about filesize, as even patient people don't like waiting 20 minutes in the lobby because people are downloading an overbloated map.
 

Dr Super Good

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Only by as much as normal models do. Basically if the map uses them preplaced then yes they up loading time as they must be loaded, but so do all other models even ones included ingame so the time is not noticable. On the other hand they could be slower to load then normal WC3 models if the map is not buffered due to excess seaking time to find the actual map file and then read the model. The models might also not be made the most efficently so could take longer to load than normal models (however I doubt it).

What has a much larger influence on map load time is actual preplaced objects and object editor data, as both have to be loaded and generated before the map can start.
 
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