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 Post subject: So, that bit about ETQW Custom Maps
PostPosted: Mon Apr 09, 2007 3:09 am 
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Was reading the news post discussing custom map sizes and I'm kinda worried now. One, my internet connection is garbage when it comes to bandwidth. 800/120 DSL. I can't get a better connection where I live. Second and maybe Id has some kind of solution in mind already, but this is gonna cause some serious issues with authors being able to host their maps outside the big file download sites.

Basically, he's saying an uncompressed megatexture will cause a map to be about a 500 MB download? !ill Maybe these things zip really well...I hope.


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PostPosted: Mon Apr 09, 2007 6:30 am 
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He did mention a figure around 40 to 60 MB, but he was kinda vague about whether this was a full map or not.
If that is the case, it would approach a ten to one ratio.
If you decide to create a map, I would be glad to put it up on my ftp site, but I only have 500 MB of space available, and that costs me about 8 dollars a month extra, over and above the cost of hosting my Q3 server. So, if it is that big, I would only be able to put one up at a time - that is mind boggling!
Of course, I could possibly host it from a PC at home, but my cable internet is only 10 MB download, and 1MB upload, which would make for some very slow file transfers.

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PostPosted: Mon Apr 09, 2007 1:25 pm 
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Hi Spyder. Thanks for the offer.

The 60 MB filesize he mentions is with a compressed megatexture file (super low quality), that would be used for the alpha/beta testing phases of the map. At least, that's what I got from it.


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PostPosted: Mon Apr 09, 2007 9:04 pm 
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I'm with you Finko, I think the file sizes are really going to hinder the mod community. A mapper is going to have a hard enough time getting one map hosted, I cant imagine how it's going to be for a mod team creating a total conversion with many custom maps, assuming they decide to use the mega texture tech.

It will certainly make it very difficult for someone like me to host custom maps for people like I have been able to in the past. A 500mb download is tough to swallow, hosting 10 - 20 of them will be out of the question for me.

Also, having custom maps or mods installed on a server, automatically cancels it out of the "Ranked" server status, as custom content will not be ranked or allowed on ranked servers afaik.

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PostPosted: Tue Apr 10, 2007 12:28 am 
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That's some ridiculous shit...

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PostPosted: Tue Apr 10, 2007 2:19 pm 
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Making it that difficult to dev for a game would be disastrous.

If every map is 500mb plus, and the game ships with say.. 10 maps, how huge will that make the game right off the bat - especially after combining that with all the other game media?

Lets hope they find a way to make this work out - because something like this would pretty much destroy the custom mapping/modding community. And as we all know, community developers have contributed immensely to many a game, and have even saved a few.

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 Post subject:
PostPosted: Wed Apr 11, 2007 3:14 am 
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As far as distributions are concerned, torrents could be used for the
downloads as well as rebuild the quake community via user sharing.

Besides, the running game battles will be involved and long, and not
really like it use to be, to just jump into a Q3/Q4 map after downloading.

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 Post subject:
PostPosted: Wed Apr 11, 2007 5:11 am 
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Lets see - ten maps at 500 MB each equals 5 GB, so if the rest of the code equals 1GB, that makes the game 6GB.
Microsoft Flight Sim 10 is 13 GB
UT 2004 is 5.25 GB
Fear is 5.17 GB
Far Cry is 4 GB
Battlefield 2 is 3.7 GB
COD 2 is 4.13 GB
but, interesting to say,
Myst 4 Revelation clocks in at a whopping 7.03GB
Looks like the game might not be be too much of a disk drive hog after all.

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 Post subject:
PostPosted: Wed Apr 11, 2007 3:22 pm 
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[quote1176300589=satori]
As far as distributions are concerned, torrents could be used for the
downloads as well as rebuild the quake community via user sharing.

Besides, the running game battles will be involved and long, and not
really like it use to be, to just jump into a Q3/Q4 map after downloading.

[/quote1176300589]

Torrents are the best option. Though, still not a great option. Torrents are more effective the greater the number of people that have the file. So unless it's an extraordinary map being greeted with a lot of fanfare, I'm not sure how well it will distribute as a torrent. Not to mention, someone like me with a killer 16 KB/sec upload rate are a bit hosed releasing/uploading/seeding a 500mb file no matter the method. I'll have to start the upload before I go to bed and let it continue while I'm at work the next day. Cross my fingers that it doesn't get interrupted at some point, lol.


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 Post subject:
PostPosted: Wed Apr 11, 2007 6:38 pm 
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HEX seems to have a lot of space available to host maps / servers. Maybe he would host them for you if you send them to him on disk.
How about it HEX? are you still reading the posts here?

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 Post subject:
PostPosted: Thu Apr 12, 2007 10:21 pm 
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Having the space (although I dont know too many people who will want to host too many 500mb files) and having the bandwidth are two different things. I can see hosting 20 maps that equal 500mb, I cant see having 20 maps that equal 10GB. People start downloading 500mb files from your host at a fairly frequent rate, and you might not have a host for too much longer. They are going to have to figure out a better way, or it's going to be very difficult for map and mod developers to get their stuff out.

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