It can't possibly be that hard to allow global publish. It's something that should have been in the game since day one. This change makes no difference to me, but nonetheless it's a good sign that they are paying attention.
It can't possibly be that hard to allow global publish.
We don't know how strongly they linked published maps with the user's account - and how much this account is connected to the region. It can very well be hard to make it global.
They could probably make a cheap improvised workaround within short time, but remember that we don't need a ragtag Battlenet.
Anyway, this is GREAT news. It's not everything we desire, but it's a good start and it shows us that Blizzard does take action to make mapping better.
It's nice they increase the map limit and total storage, but for now maps are still tied to 10mb/map which is something that will need to be increased for the larger projects.
If there's concern about the size of idividual, why not split the resources over several maps/mods? If your custom models won't fit with your map, put them in they're own Mod file(s) Easy fix, use map mode for maps, and mod mode for everything else.
I strongly disagree with you. It is a pain in the ass to make that a happening. Do you know how expensive it really is to make a cloud server and maintain it for 5 years? Here's the reason why they decided to lockup the servers - since the new battle.net feature and the game itself requires more bandwidth than before games like Wc3 and sc1, they don't have the capacity to create 1 global giant server that could maintain every players around the world. Instead they have to divide the servers based on regions and anticipate the amount of bandwidth that they will need for each based on sales forecast on those regions within 5 years. Hence you cant migrate between servers now or you will mess up their bandwidth which in their accounting eyes is very EXPENSIVE. Especially having global upload means that they will have to divert traffic between servers for transfers of those map datas which will be EXPENSIVE also if you have 5 million people doing global upload.
I strongly disagree with you. It is a pain in the ass to make that a happening. Do you know how expensive it really is to make a cloud server and maintain it for 5 years? Here's the reason why they decided to lockup the servers - since the new battle.net feature and the game itself requires more bandwidth than before games like Wc3 and sc1, they don't have the capacity to create 1 global giant server that could maintain every players around the world. Instead they have to divide the servers based on regions and anticipate the amount of bandwidth that they will need for each based on sales forecast on those regions within 5 years. Hence you cant migrate between servers now or you will mess up their bandwidth which in their accounting eyes is very EXPENSIVE. Especially having global upload means that they will have to divert traffic between servers for transfers of those map datas which will be EXPENSIVE also if you have 5 million people doing global upload.
A good post but with one critical error. What you describe above can explain why there isn't cross server play yet. It also describes why there are separate servers in the first place. But, it doesn't provide a reason for region locked upload. There are not a ton of people uploading maps. The number of people making maps is only a fraction of the total number of SC2 players.
http://eu.battle.net/sc2/en/blog/601971
10 slots, 50MB space.
doesn't solve the real issue which is not being able to globally publish.
@maverck: Go
Changing this can be done in a few minutes if they have enough space. Global publish can take them weeks or more, depends on the infraestructure.
Is a start anyway.
It can't possibly be that hard to allow global publish. It's something that should have been in the game since day one. This change makes no difference to me, but nonetheless it's a good sign that they are paying attention.
We don't know how strongly they linked published maps with the user's account - and how much this account is connected to the region. It can very well be hard to make it global. They could probably make a cheap improvised workaround within short time, but remember that we don't need a ragtag Battlenet.
Anyway, this is GREAT news. It's not everything we desire, but it's a good start and it shows us that Blizzard does take action to make mapping better.
It's nice they increase the map limit and total storage, but for now maps are still tied to 10mb/map which is something that will need to be increased for the larger projects.
If the limit for a single map is still 10 MB, I'm not impressed.
If there's concern about the size of idividual, why not split the resources over several maps/mods? If your custom models won't fit with your map, put them in they're own Mod file(s) Easy fix, use map mode for maps, and mod mode for everything else.
500kb more! Nice we can fit a model or a extra sound clip in now...
@HatsuneMikuMegurine: Go
actually its always been 10.5 mb, sorry
You can now has 4 mods file for your map, totaled 42 MB (omg its 42 !!!) 4 is the maximum dependencies you can have I think
Well, remove 2 if you want to use normal units + campaign ones :)
@Karawasa: Go
I strongly disagree with you. It is a pain in the ass to make that a happening. Do you know how expensive it really is to make a cloud server and maintain it for 5 years? Here's the reason why they decided to lockup the servers - since the new battle.net feature and the game itself requires more bandwidth than before games like Wc3 and sc1, they don't have the capacity to create 1 global giant server that could maintain every players around the world. Instead they have to divide the servers based on regions and anticipate the amount of bandwidth that they will need for each based on sales forecast on those regions within 5 years. Hence you cant migrate between servers now or you will mess up their bandwidth which in their accounting eyes is very EXPENSIVE. Especially having global upload means that they will have to divert traffic between servers for transfers of those map datas which will be EXPENSIVE also if you have 5 million people doing global upload.
A good post but with one critical error. What you describe above can explain why there isn't cross server play yet. It also describes why there are separate servers in the first place. But, it doesn't provide a reason for region locked upload. There are not a ton of people uploading maps. The number of people making maps is only a fraction of the total number of SC2 players.