Dr Super Good
Spell Reviewer
- Joined
- Jan 18, 2005
- Messages
- 27,285
The map submission rules were brought to my attention after a minor chat incident. Some of the rules seem out of place and certainly not practical.
Requires an exemption clause for map updates which differ significantly from their base. This is commonly the result of an author making a fully functional map but then deciding to take the map in a completely different direction. Such maps are usually marked as a completely new release. Some times map makers will prefer to keep both versions alive as each may target different player groups.
An example of an exemption is Genesis of Empires and Genesis of Empires 2. Although 2 was technically the sequel it played so differently from 1 that it disserves to be treated as a completely separate map. For a long time I saw people playing both versions.
If no one sees the disabled form of the icon it is fine. If they do see it then one can report it as a bug and the ratting lowered as a result of it having obvious bugs. As long as it does not crash or make the map unplayable there is no reason for a map to be rejected for lacking disabled icons.
As far as I am aware both Windows and Mac clients at all visual settings should be able to cope with no disabled icons and not crash. If this is not the case then it should be mentioned as part of the rule as justification.
Adding a rule regarding custom assets working at all WC3 visual settings would be a good idea. Work is defined as not crashing (some corrupted blps apparently crash lower visual settings) and not making the game unplayable (cannot target or select something gameplay critical due to invisible models or missing textures).
Ultimately no one cares if the map is Alpha, Beta or release 13.37 as long as it is playable and what is playable feels mostly done. If the map is PvP it should be winnable and all players able to partake and win/lose. If the map is cooperative it should have a win/lose with what feels mostly finished. If it is open ended/sandbox then it should have most of the intended features available to the players.
All this means that as long as the map is "playable" (everyone can partake and progress the map towards a conclusion) and "mostly finished" (few noticeable WIP areas, core features are available, not many rough edges on features etc) then there is no reason not to approve it.
An example of a alpha/beta map which should be approved is Final Fantasy Forever. This map was never finished and only the first of intended 4 areas complete. However what was complete felt complete, the features available to the hero felt complete and there was enough content to promote people to replay the map several dozen times.
I have seen several examples of release version RPGs which clearly were not complete. Unfortunately their names escape me due to them being unremarkable (they were incomplete after all).
The actual problem it is meant to stop are submission of maps made in a few hours messing around with the editor. These might be playable and even full releases (no unfinished content) however they will clearly be lacking and of an extremely low quality.
A good guide would be that the map should appear to have at least 24 or 48 hours (significant work) of mapping time invested in it. Good maps have several hundred hours so it is easy to notice if one was rushed.
What is more important is to specifically target open source map modifications. These should be permitted as long as considerable effort has been put into modifying them and when possible correct credits are given. Simply adding cheats, some broken heroes or units or changing some balance stats is not sufficient effort for such a map to be permitted. Effort will be approximated from differences compared with the base map and not the sum total of effort invested in the map (needed to stop them arguing they passed the effort rule). They must also mention the map it was based on since open source maps often have rich inheritance of features.
Example of such a clone map that is allowed is my Green Circle TD. I spend a lot of time altering stats, testing balance and fixing triggers and spawns. Although far from perfect (probably disserves a 3-4 at most) it still is playable.
Imaginary example of such a clone map that is not allowed is "LoaP GOD DEATH GOLD 12!!". Random no effort changes made to a random LoaP version based on another random LoaP version and probably protected for no real reason.
This is targeting unplayable maps due to extremely poor performance. What causes the poor performance can be badly written triggers (leaks, bad complexity), poor map design (thousands of units fighting all the time) or even WC3 bugs (melee AI cannot find path to player). Ultimately the cause is irrelevant to anyone other than the map maker himself.
As such the rule should define some minimum performance requirements for the maps. The map should operate >90% of the time at 60fps on a decent computer. The map should not drop into single digit frame rates often and when it does it should be only really briefly. Poor performance during obviously designated loading times is ignored (this is a WC3 problem that mappers cannot really avoid). A decent computer is any modern computer with discrete GPU operating in full power mode without any demanding background processes.
You might want to add a rule to remove modified protected maps unless the person was given permission by the author, was the author (but lost the original) or has made so many modifications that the original (stolen) parts are now insignificant. Even if it is covered in the general site rules or some other place it would be good to clearly emphasize this. How strictly you want to scrutinize the evidence of "given permission by the author" is up to the moderator at hand. If a map containing significant constructive modifications made to a protected map is acceptable when the author of the protected map cannot be contacted for consent I will leave to be debated.
Needs to clarify that this only applies to map updates and not completely different maps. The term "multi-uploads" is ambiguous and probably only has a meaning to moderators and staff.No multi-uploads of a single resource - please use {UPLOAD IMAGE} instead.
Requires an exemption clause for map updates which differ significantly from their base. This is commonly the result of an author making a fully functional map but then deciding to take the map in a completely different direction. Such maps are usually marked as a completely new release. Some times map makers will prefer to keep both versions alive as each may target different player groups.
An example of an exemption is Genesis of Empires and Genesis of Empires 2. Although 2 was technically the sequel it played so differently from 1 that it disserves to be treated as a completely separate map. For a long time I saw people playing both versions.
So I can use internal icons without DISBTN versions and its fine? What do icons even have to do with gameplay? Why is this a requirement?•The DISBTN version of custom icons must be imported as well.
If no one sees the disabled form of the icon it is fine. If they do see it then one can report it as a bug and the ratting lowered as a result of it having obvious bugs. As long as it does not crash or make the map unplayable there is no reason for a map to be rejected for lacking disabled icons.
As far as I am aware both Windows and Mac clients at all visual settings should be able to cope with no disabled icons and not crash. If this is not the case then it should be mentioned as part of the rule as justification.
Adding a rule regarding custom assets working at all WC3 visual settings would be a good idea. Work is defined as not crashing (some corrupted blps apparently crash lower visual settings) and not making the game unplayable (cannot target or select something gameplay critical due to invisible models or missing textures).
This is a suggestion not a rule since "should" is a strong recommendation but not a requirement. A more appropriate place for it would be under some sort of tips section for producing highly ratted maps.The Quest Log should contain the essential information about the map's gameplay.
I have played many alpha and beta releases which never get passed that stage but were fully playable and very fun. Alternatively I have played many post release maps which are clearly incomplete and some times not playable.Work in progress (WIP) maps are not allowed, the map needs to be a complete release.
ALPHA and BETA versions, "teasers/trailers", etc. can be posted in Map Development.
Ultimately no one cares if the map is Alpha, Beta or release 13.37 as long as it is playable and what is playable feels mostly done. If the map is PvP it should be winnable and all players able to partake and win/lose. If the map is cooperative it should have a win/lose with what feels mostly finished. If it is open ended/sandbox then it should have most of the intended features available to the players.
All this means that as long as the map is "playable" (everyone can partake and progress the map towards a conclusion) and "mostly finished" (few noticeable WIP areas, core features are available, not many rough edges on features etc) then there is no reason not to approve it.
An example of a alpha/beta map which should be approved is Final Fantasy Forever. This map was never finished and only the first of intended 4 areas complete. However what was complete felt complete, the features available to the hero felt complete and there was enough content to promote people to replay the map several dozen times.
I have seen several examples of release version RPGs which clearly were not complete. Unfortunately their names escape me due to them being unremarkable (they were incomplete after all).
Targeting the wrong problem. The problem is not maps containing other languages, but rather maps not containing an English localization. WC3 technically does support multiple localization of maps however no one uses the feature.English only:
In-game text and Hive description. The grammar and spelling must be adequate.
Revision said:Maps must contain a full English localization. This localization must be sufficiently correct for a native English reader to understand what is going on. Other localizations are permitted as long as the submitted version contains an English localization.
Another hint for a good map and not really a rule.Average quality standard:
A certain amount of quality is required, the gameplay needs to be somewhat fun, the terrain must not be lacking and a bit of originality should be present.
The actual problem it is meant to stop are submission of maps made in a few hours messing around with the editor. These might be playable and even full releases (no unfinished content) however they will clearly be lacking and of an extremely low quality.
A good guide would be that the map should appear to have at least 24 or 48 hours (significant work) of mapping time invested in it. Good maps have several hundred hours so it is easy to notice if one was rushed.
In a day of RPGs, FPS and AoS clones called "MOBA"s uniqueness is hardly a thing the industry is concerned about. Neither should Hive since ultimately people will copy popular ideas.Uniqueness:
The map must bring something new to the table. It can't just be another clone of X popular map. It must be radically different from existing maps.
You may in certain circumstances be permitted to submit a modified version of somebody else's map if you fix a bug that makes the map unplayable or if you change it radically. In this case you must give credit to the original author. Also, you must ask for permission if possible.
You can't just take DotA, add a few heroes and call it a new map.
What is more important is to specifically target open source map modifications. These should be permitted as long as considerable effort has been put into modifying them and when possible correct credits are given. Simply adding cheats, some broken heroes or units or changing some balance stats is not sufficient effort for such a map to be permitted. Effort will be approximated from differences compared with the base map and not the sum total of effort invested in the map (needed to stop them arguing they passed the effort rule). They must also mention the map it was based on since open source maps often have rich inheritance of features.
Example of such a clone map that is allowed is my Green Circle TD. I spend a lot of time altering stats, testing balance and fixing triggers and spawns. Although far from perfect (probably disserves a 3-4 at most) it still is playable.
Imaginary example of such a clone map that is not allowed is "LoaP GOD DEATH GOLD 12!!". Random no effort changes made to a random LoaP version based on another random LoaP version and probably protected for no real reason.
This is not the Spells section. No one cares how leaky or inefficient the triggers are. In fact they might not even know what the triggers are or care for that matter.Efficient triggering:
The triggering needs to be efficient and mostly leakless.
This is targeting unplayable maps due to extremely poor performance. What causes the poor performance can be badly written triggers (leaks, bad complexity), poor map design (thousands of units fighting all the time) or even WC3 bugs (melee AI cannot find path to player). Ultimately the cause is irrelevant to anyone other than the map maker himself.
As such the rule should define some minimum performance requirements for the maps. The map should operate >90% of the time at 60fps on a decent computer. The map should not drop into single digit frame rates often and when it does it should be only really briefly. Poor performance during obviously designated loading times is ignored (this is a WC3 problem that mappers cannot really avoid). A decent computer is any modern computer with discrete GPU operating in full power mode without any demanding background processes.
You might want to add a rule to remove modified protected maps unless the person was given permission by the author, was the author (but lost the original) or has made so many modifications that the original (stolen) parts are now insignificant. Even if it is covered in the general site rules or some other place it would be good to clearly emphasize this. How strictly you want to scrutinize the evidence of "given permission by the author" is up to the moderator at hand. If a map containing significant constructive modifications made to a protected map is acceptable when the author of the protected map cannot be contacted for consent I will leave to be debated.
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