Just a question regarding the player limit thing. Would it be considered a disadvantage scoring-wise if the map requires the full 6 players in order to be played at its best(though less than 6 is still possible, but much harder)? The reason I'm asking is the map that I'm currently planning to make has the players set into specific roles. While players can switch and use these roles interchangeably, and in more roles than one at a time, it is still more ideal to have the full 6 in play.
Also, is there a file size limit for the map? (coz i noticed WAH has been submitted for the contest) And if no(or the size limit is extensive), is it possible to request a file size extension for my account from Blizzard? So that I don't have to spread out my files into separate accounts instead of a single one.
Limit the mod size to 100 MB isn't a good idea I think. This will limit custom models, textures, musics and all most everything. It will be nice if there is no such limit and let the mapsters get their jobs done freely.
I am agree with that one big mod is some kinds of stiff. So I prefer another way, when the "Dustin" Project finished (the map nanakey and I are working on). I will divide the model mod into groups such as effects, missiles, skyboxes, characters and units, each of them will less than 40M and can work independently. It may still need a long time to download the mod for our map but once the players finished this they will need less time to play these games which referenced one or more our mods on BN. In the opposite, if they played these games before, it will need less time when they download our map too.
We call this plan "FROG Protocol" (Framework-Resources-Opening-Groups Protocol), if more guys join us we can make the communications of resource that each team has more freely and easier. At the same time, we can reduce the downloading time too.
I am not sure it's a good answer, but it the best idea I can think out on this problem of dilemma. Your problem maybe unsolvable if someone tries to solve it him/herself, but if we work together, maybe we can find a win win solution.
Correct me if I'm wrong but that's also alot of downloading if the map is updated frequently.
Only if you update the mod, players need to download it again.
That's the reason why I'm only putting imported files into mods. Every other data is likely to be touched one day causing file updates.
I'm actually using 2 mod files: one is bigger than 40mb. I guess I won't touch it again before I officially release my game. The other one is smaller and receives files from my map. Then I can reduce the size of my map again resulting in smaller patch downloads.
Large mod sizes are clunky. People with slower internets likely won't play because of longer download times in the arcade. Correct me if I'm wrong but that's also alot of downloading if the map is updated frequently.
Well that's only usually on the first dl if you're using multiple mod files, as the mod files themselves usually don't get updated. That would mean the first download is huge, but subsequent updates are only to your core map file, which is really small.
A similar question was emailed to me and my recommendation is to design your map only on current features and assets. Betting on updates coming in time for your project is, in my opinion, too risky, especially if you are talking about Blizzard timetables.
@Ahli634: Go
I dont know any map which needs more than 6 players to enjoy it.
@Hookah604: Go
Mafia
Do you want more? lol
Just a question regarding the player limit thing. Would it be considered a disadvantage scoring-wise if the map requires the full 6 players in order to be played at its best(though less than 6 is still possible, but much harder)? The reason I'm asking is the map that I'm currently planning to make has the players set into specific roles. While players can switch and use these roles interchangeably, and in more roles than one at a time, it is still more ideal to have the full 6 in play.
Also, is there a file size limit for the map? (coz i noticed WAH has been submitted for the contest) And if no(or the size limit is extensive), is it possible to request a file size extension for my account from Blizzard? So that I don't have to spread out my files into separate accounts instead of a single one.
You clearly haven't played enough maps. :P
I'm guessing the 6 player limit thing is to deter the MOBA clones, which are prolly not the type of games they want on the Arcade.
I sincerely doubt that's why they did it.
I'd imagine it's for internal testing purposes.
Yes I could but that would involve alot of extra work, which is huge with the scale of the map that i'm making.
@Deadzergling: Go
Even though it was answered already, less then 6 players is totally fine.
@Kildare88: Go
There is absolutely no advantage or disadvantage based on how many players your game requires.
I also sent a personal question to the Arcade e-mail that I hope you can answer. =)
Oh I didn't respond to the size limit. The submission size limit is 100 MB.
@Traysent: Go
I sent you another one that is more personal
Oh, then wouldn't WAH be disqualified? If i'm not mistaken their combined file size is over 200mb+
Do you think the Orc hero models will be available before time runs out?
This is important.
@Traysent: Go
Limit the mod size to 100 MB isn't a good idea I think. This will limit custom models, textures, musics and all most everything. It will be nice if there is no such limit and let the mapsters get their jobs done freely.
@Trieva: Go
I am agree with that one big mod is some kinds of stiff. So I prefer another way, when the "Dustin" Project finished (the map nanakey and I are working on). I will divide the model mod into groups such as effects, missiles, skyboxes, characters and units, each of them will less than 40M and can work independently. It may still need a long time to download the mod for our map but once the players finished this they will need less time to play these games which referenced one or more our mods on BN. In the opposite, if they played these games before, it will need less time when they download our map too.
We call this plan "FROG Protocol" (Framework-Resources-Opening-Groups Protocol), if more guys join us we can make the communications of resource that each team has more freely and easier. At the same time, we can reduce the downloading time too.
I am not sure it's a good answer, but it the best idea I can think out on this problem of dilemma. Your problem maybe unsolvable if someone tries to solve it him/herself, but if we work together, maybe we can find a win win solution.
Only if you update the mod, players need to download it again.
That's the reason why I'm only putting imported files into mods. Every other data is likely to be touched one day causing file updates.
I'm actually using 2 mod files: one is bigger than 40mb. I guess I won't touch it again before I officially release my game. The other one is smaller and receives files from my map. Then I can reduce the size of my map again resulting in smaller patch downloads.
Well that's only usually on the first dl if you're using multiple mod files, as the mod files themselves usually don't get updated. That would mean the first download is huge, but subsequent updates are only to your core map file, which is really small.
Hmm... I wonder if four months is enough to finish my map and write a novel inside it. *cracks knuckles*
You malificent entity.
@LosTacos: Go
A similar question was emailed to me and my recommendation is to design your map only on current features and assets. Betting on updates coming in time for your project is, in my opinion, too risky, especially if you are talking about Blizzard timetables.
@Delphinium1987: Go
I'm looking into the size limit.
I wonder if four months is long enough for you to come up with a name you are happy with.