That's why it's also important to publish your map before the deadline and gather a following while you work on it.
Unfortunately this is also a double-edged sword. Based on my experience with the Arcade thus far, if u release your map too early in development it might end up giving it a bad reputation for your map as players might get turned off by the initial experience of your incomplete map. This is especially true if your map has a lot of features that you're planning to release in stages, or is vastly experimental(meaning it takes time to get the right fit). It is just unfortunate that the majority of players have no real understanding of a game that is in "Development Phase". They'll automatically treat it as the "complete product".
You DO NOT want to launch off your map with less than 3 star ratings.
Implying that a strong initial impact cant be a sign of a quality game.
I wasn't implying that and you know it(if you didn't, please read my statement again. CAREFULLY). I'm just saying that the competition is stacked in their favour, overshadowing games that don't have a good initial impact but are great games in the long run.
Fair chance for hard work is socialism. In this system quality is not being supported and going down until everything is a complete crap.
As opposite, competition where only good stuff has chance (and good stuff is usually < 10% of all stuff) - supports quality, and this is the principle our civilization is built on.
Err, the problem is that I AM talking about supporting quality games. At the moment the competition seems to give an advantage towards those that either already has a good solid fan base going or those that can provide a strong INITIAL impact.
Well i could be wrong. But then again, all you really need to do is just lock the mod from being edited. That should prevent anyone from stealing work, no?
It is possible, but it requires the mod to be public and therefore it would be available for everyone.
Actually, while I'm not 100% sure about this, but if your map has linked dependencies to the said mod before it becomes private, it will still remain linked to it. The reason I say this might work is coz I had passed my map to a friend, and it had a linked dependency to a private mod that I published. He still managed to open it successfully, so it might just work even if its a mod published by someone else(you just need to have said person link the dependency for you). Someone will need to test that out tho to be sure.
Did not know you could do that. I've not tried it, but, could person A upload a mod, and person B use it? Say if I wanted to do all the data work for a map, I'd publish and update a data-heavy mod. The other person would focus on terrain and/or triggers. Is that viable?
Yes of course it can. Why wouldn't it be viable? It's precisely what it's meant to be used as. xD
While the gigantic download is limited to one, I still see it as a problem. If several maps were several GB in size, I don't think I would download them to play.
When I want to play a game I prefer to play it as immediately as possible. There's still the wait for filling up lobbies and I don't want to use my internet download limit unless the map somehow proves elsewhere that it's extremely epic and worth playing.
This may be just me but if at least one other person agrees with me, this may be a bigger problem. We have plenty of Blizzard assets (I think) and I trust alot of us are creative and hope we get more out of less space ;)
LOL Trieva, i doubt there would be any SC2 map that would be several GB in size. At most it'll only be a few hundred MB. And with today's internet speed(unless you're from a third-world country) a few hundred mb only takes several minutes to download. Of course, you are still right that some people might be turned off by the download size, but that's a risk I'm willing to take if i can increase the quality of my map.
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.
Actually I'm really tempted to make one just for jokes, considering how easy it is to reproduce the gameplay on SC2. LOL
Trieva pretty much summed up what I was trying to say there.
Unfortunately this is also a double-edged sword. Based on my experience with the Arcade thus far, if u release your map too early in development it might end up giving it a bad reputation for your map as players might get turned off by the initial experience of your incomplete map. This is especially true if your map has a lot of features that you're planning to release in stages, or is vastly experimental(meaning it takes time to get the right fit). It is just unfortunate that the majority of players have no real understanding of a game that is in "Development Phase". They'll automatically treat it as the "complete product".
You DO NOT want to launch off your map with less than 3 star ratings.
I wasn't implying that and you know it(if you didn't, please read my statement again. CAREFULLY). I'm just saying that the competition is stacked in their favour, overshadowing games that don't have a good initial impact but are great games in the long run.
Err, the problem is that I AM talking about supporting quality games. At the moment the competition seems to give an advantage towards those that either already has a good solid fan base going or those that can provide a strong INITIAL impact.
@Bounty_98: Go
Well ppl only want a fair chance for their hard-work to be successful. Can't blame them for that.=/
@Crazio: Go
Unfortunately "fun" for the majority of players on SC2 is a short-term thing. So yea, Blizz needs to be more clear about it. =/
@Mille25: Go
Well i could be wrong. But then again, all you really need to do is just lock the mod from being edited. That should prevent anyone from stealing work, no?
Actually, while I'm not 100% sure about this, but if your map has linked dependencies to the said mod before it becomes private, it will still remain linked to it. The reason I say this might work is coz I had passed my map to a friend, and it had a linked dependency to a private mod that I published. He still managed to open it successfully, so it might just work even if its a mod published by someone else(you just need to have said person link the dependency for you). Someone will need to test that out tho to be sure.
Yes of course it can. Why wouldn't it be viable? It's precisely what it's meant to be used as. xD
Err that cap is only for a single account. I think he's also referring to when you upload via multiple accounts.
LOL Trieva, i doubt there would be any SC2 map that would be several GB in size. At most it'll only be a few hundred MB. And with today's internet speed(unless you're from a third-world country) a few hundred mb only takes several minutes to download. Of course, you are still right that some people might be turned off by the download size, but that's a risk I'm willing to take if i can increase the quality of my map.
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.
@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+
I also sent a personal question to the Arcade e-mail that I hope you can answer. =)
Yes I could but that would involve alot of extra work, which is huge with the scale of the map that i'm making.