- Joined
- Mar 6, 2015
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- 130
I think People Must Start Donating nowBlizzard should have asked us if we have room for 150 MB maps before doing this. I guess it's time to begin using cloud storage.
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I think People Must Start Donating nowBlizzard should have asked us if we have room for 150 MB maps before doing this. I guess it's time to begin using cloud storage.
Blizzard should have asked us if we have room for 150 MB maps before doing this. I guess it's time to begin using cloud storage.
I wonder if it would be possible for them to ensure that you could add sound effects in ".ogg" format instead of ".wav", because ".wav" is unncessarily huge.
The probability of such a large map being approved is unlikely. I'd basically just use 15mb, tops. (If I use custom soundsets).
The new large maps will basically be dealt with how you deal with singleplayer mods, if it's big but sucks, it'll still be rejected and removed. If it's good, you'll reserve a spot for it.
Right, but rejected maps take up the same amount of space as they don't get deleted currently.
a bigger file-size limit sounds nice but i think it may have the unintentional consequence of reducing map makers' skills of making their maps smaller using simple tricks. I learned the hard way how to condense maps to the smallest size possible because I had too. Will be sad to see 20 mb maps with about 10 mb wasted on things that could have been easily saved on like icon and skin quality or .wav sounds which are better as semi-low quality mp3s.
Also model and skin makers may also feel like reducing filesize of their resources is not a big deal anymore.
bullshit. artificial complexity and restrictions should be totally removed. there are no reasons for them to exists at all.
Also after playing a game with custom soundsets, playing a new game with the same soundest plays the custom sound from the previous game. Anybody else experience this problem? Maybe it was in an old version...?
One reason is not having maps of the size of 300 mb which people download through battle.net
Have fun waiting for some slow-ass fucker from Nigeria with a internet connnection which equals the speed of a handicapped 100 year old on the track field, downloading that shit.
And have fun trying to get people to remain in the lobby while waiting for his slow ass.
Maybe I went a bit too hard on the language to prove a point, oh well I had a laugh.
Limitations are needed.limitations are bad
Limitations are needed.
I do get where he is coming from, though.bullshit. artificial complexity and restrictions should be totally removed. there are no reasons for them to exists at all.
Limitations are needed.

from your link:I do get where he is coming from, though.
I already fear the wave of thousands of mediocre maps with hundreds of taxing WoW imports incoming, causing users to clean up their map folder every week if they don't want their WC3 directory to burst in size.
And while you might not see that, there is a benefit in limits and restrictions. Psychologists actually acknowledge the creativity benefits of having restraints.
as from player's perspective, I have nothing against that. did you ever saw dota's code? this game has been made on GUI and took millions players around the world. nobody cares about your code. at all. especially talking about non-opensource non-live-updating wc3.The map size limit forced the community to get creative about pushing the boundary of what is technically possible in maps, as you could not simply crush every problem by throwing resources at it (example: you want upgradable items? I could probably use item charges for that but ... nah, it's easier to just import multiple variations of the same icon with a counter added in photoshop).
Im not gonna buy CoD regardless how beauty it is. Not any other map gonna buy players by that!! Oh wait, dota2 actually killed dota1 not just because it's interface better, but, guess what, graphics! Show both games to any PC player, who aren't bound to any of those titles, and ask him. Why should he chose wc3 instead?It also served as a great equalizer in terms of visual quality; maps could not simply mask terrible gameplay in amazing visuals, like it is so common in the triple A game industry right now.
you gonna release win95-like platform on the market in 2016 and curse every other company for following aero-design. "damn, your products mess with my perfect program! I had no time for design, but do you know how wonderful it is?!".I fear that people who have access to unlimited freedom might lead to a certain reduced approval of newer, fresher maps, that can not keep up with the established infrastructure of these older maps and fall short on players as the result.
"Nah, this map looks ugly, not gonna play it!"
Those who wants to learn, will learn, no matter what boundaries are. At least you'll have to consider people not gonna dl 100mb maps/models for fun. It have to be really perfect and useful. Therefore you gonna polish your content and it's size as well, but not sacrifice one of those.Also, it was a good thing that modellers were forced to keep the filesize of their creations low. Attachment models with 50+kb in size were frowned upon for simply not being optimized enough (useless geosets, too many polys, etc.). Now everyone wouldn't care anymore, leading to less and less expertize in the section and less teaching of valuable optimization skills for new modellers.
That's a thing I'd like to point out. lobby desgin supposed to fit melee maps, not custom. It can take only 2-3 lines of text, and picture could be bad as well. Good maps could put more efforts in the description, to specify more about map's idea. We need to remake this window from scratch, giving more info to any player.Don't get me wrong: I think pushing the limit is neccesary and healthy for the community, but pushing it too far might end up being counter-productive. At least I wouldn't want to download 100MB for playing a quick game of an unknown tower defense map just to find out that it sucked.
I could imagine 64MB being the sweet spot between allowing more freedom without everyone going apeshit crazy with (probably illegal) imports.
...
Then again, with the community being as small as it is today, who really cares anyway? It's not like we have thousands of maps submitted every day.
I wonder how will all this effect the performance..
That's probably something that blizzard needs to account for.
Do you think they might end up making WC3 as a game use multiple cores?
-snip- in 04 had 1 gigabyte of ram, and now in 2016 my current computer has 32 gigs of ram. which is literally 32 times better. -snip-
Please don't double post. This is not an argument. I repeat my previous comment; Limitations are not needed, self control is. People who take too long to download can be kicked. There is no issue with improving WC3. The only thing the hive needs is a permanent delete function for maps and then there's nothing to worry about anymore. You guys stop fighting now.
A neat thing Blizzard could add is a size description to Battle.net displaying how large a map is.My point was though that without a limit there is less of an incentive to look for method to reduce size without reducing map quality. If you have 150 mb limit you wouldn't bother converting sounds to mp3 that still sound good you would just import that wav and call it a day. Or compress the quality of needlessly large skins...
In mapping i constantly hit hte 8 mb limit and have to do insanely creative things to reduce the map filesize. Either way regardless the limit i don't think a high filesize will ever be viewed as a positive quality for a map to have here on the hive.
I Hope not. I never like the automated map making system. Rather I would prefer the current system improved. Seeing the games real people have hosted gives a better sense of community.
bullshit. artificial complexity and restrictions should be totally removed. there are no reasons for them to exists at all.
Unnecessary traffic, potential copyright infringement, malware, bad practice. I think back in the day the file size was an indicator that a map had some elaborated content but now there is a lot of garbage and improvidence.
If Blizz lifted limitations on executing system calls, it would spark our possibilities, yet be exploited and jeopardize our experience in general.
Unnecessary traffic
potential copyright infringement
malware
bad practice
This could destroy the community instead of keeping it alive in my opinion.Who has a bad internet connection or not enough memory on the disk — will not download.
Map limit was there to stop peer to peer file sharing. Nothing would otherwise stop you bundling a 600 MB Iso (which were common when WC3 was released) into a map archive and then sharing it on BattleNet turning BattleNet into a version of pirate bay. The limit is being raised because content has generally inflated over the past decade. A modern game is multiple gigabytes so even 150MB maps would be impractical to share it.
Map limit was there to stop peer to peer file sharing. Nothing would otherwise stop you bundling a 600 MB Iso (which were common when WC3 was released) into a map archive and then sharing it on BattleNet turning BattleNet into a version of pirate bay. The limit is being raised because content has generally inflated over the past decade. A modern game is multiple gigabytes so even 150MB maps would be impractical to share it.