holiestcows Posted February 24, 2015 Report Posted February 24, 2015 blackgold is 180, workout is 150, season ditto. Probably keep it under 200? ted said it's a requirement by Valve. Blackgold was in an earlier operation than workout and season, so I guess the requirement was probably set (or changed) after Blackgold. I thought the limit was still 200 MB... Quote
FMPONE Posted February 24, 2015 Report Posted February 24, 2015 We were told 150. That's all I know. holiestcows 1 Quote
text_fish Posted February 24, 2015 Report Posted February 24, 2015 Maybe they look at each map and decide what they think a realistic target size would be. I imagine Black Gold had more custom props than Season. Quote
Vaya Posted February 25, 2015 Report Posted February 25, 2015 or they've been reducing the limit since users were complaining about bad performance during op breakout. Is the size that shows on workshop the 'true size'? Quote
holiestcows Posted February 25, 2015 Report Posted February 25, 2015 Maybe they look at each map and decide what they think a realistic target size would be. I imagine Black Gold had more custom props than Season. BlackGold had few custom made props, most of our content came from textures. Im sure Season had a lot more content made for it. Quote
text_fish Posted February 25, 2015 Report Posted February 25, 2015 Maybe they look at each map and decide what they think a realistic target size would be. I imagine Black Gold had more custom props than Season. BlackGold had few custom made props, most of our content came from textures. Im sure Season had a lot more content made for it. That surprises me. I figured most of the pipes, railings, shipping containers, tarps and the drills/rigs/crane would have been custom jobs. In season it seems like it's mostly texture work with the exception of the lab tech at A, the windchimes and some skybox stuff, off the top of my head. Quote
holiestcows Posted February 25, 2015 Report Posted February 25, 2015 (edited) Maybe they look at each map and decide what they think a realistic target size would be. I imagine Black Gold had more custom props than Season. BlackGold had few custom made props, most of our content came from textures. Im sure Season had a lot more content made for it. That surprises me. I figured most of the pipes, railings, shipping containers, tarps and the drills/rigs/crane would have been custom jobs. In season it seems like it's mostly texture work with the exception of the lab tech at A, the windchimes and some skybox stuff, off the top of my head. Those are custom jobs, but for models, we only had the Handrails, Catwalk Stairs, Pipes, Crane, Oil Drill, and Cargo Crates. The rest of our file size came from our custom textures. Edited February 25, 2015 by holiestcows Quote
El_Exodus Posted February 25, 2015 Report Posted February 25, 2015 [...]In season it seems like it's mostly texture work with the exception of the lab tech at A[...]Actually, they are made mostly out of brushes. There are much more custom models on Season than you see on the first glance. holiestcows 1 Quote
kinggambit Posted February 27, 2015 Report Posted February 27, 2015 (edited) To the people who got their maps into operations already, did you guys "market" your maps and go around promoting it? I'm assuming most of you just naturally had tons of upvotes when you published your maps, but I'm curious how much of an effect that third criteria of popularity has. Also, still not sure if I don't have enough assets or I'm packing wrong for my current map, but my latest build (packed) was only a suspicious 25MB... Edited February 27, 2015 by kinggambit Quote
Adam108CZ Posted February 27, 2015 Report Posted February 27, 2015 As I remember, for example Back Alley was totally unknown map in workshop before Vanguard release. (it was somewhere about 10th page and had only 4 stars) PS: Insertion, Overgrown the same leplubodeslapin and FMPONE 2 Quote
FMPONE Posted February 27, 2015 Report Posted February 27, 2015 Marketing your map is kind of optional I guess, because like Adam108CZ says, some maps weren't promoted much. If you really do a great job it's not needed since Valve will see it anyway, but I recommend it nonetheless, it can help differentiate your map from the rest leplubodeslapin and Vaya 2 Quote
DrywallDreams Posted February 27, 2015 Report Posted February 27, 2015 As I remember, for example Back Alley was totally unknown map in workshop before Vanguard release. (it was somewhere about 10th page and had only 4 stars) PS: Insertion, Overgrown the same Back Alley was also really old. It was submitted about the same time as I originally posted Stadium during the workshop closed beta, then was pretty much redone over time. Maybe I should redo a bunch of Stadium again, would be good to stick custom models in there for practice, also making it looks less shit would be cool. FMPONE and Vaya 2 Quote
leplubodeslapin Posted February 27, 2015 Report Posted February 27, 2015 As I remember, for example Back Alley was totally unknown map in workshop before Vanguard release. (it was somewhere about 10th page and had only 4 stars) PS: Insertion, Overgrown the same Back Alley was also really old. It was submitted about the same time as I originally posted Stadium during the workshop closed beta, then was pretty much redone over time. Maybe I should redo a bunch of Stadium again, would be good to stick custom models in there for practice, also making it looks less shit would be cool. Insertion only had about 130 evaluations before the operation. So as FMPONE said, the quality of your level is definitely the most important thing. Valve knew about the map because they fixed a blend texturing tool on displacement for Insertion, so it's a special situation. That's why you should still try to promote your level when you submit it, to be sure that Valve can see it, and will see it (if you think your level is good enough to be in an operation). DrywallDreams 1 Quote
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