- Jul 30, 2021
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The 60MB Rule is something that I've been trying to posit to mappers for a few months now; In this, I will explain what it is, and why it's a good thing to keep in mind.
What is the 60MB Rule?
The 60MB Rule is a guideline when making a map to not let a map's filesize exceed 60.0 MB. This is a reasonably comfortable filesize for most maps (even larger-scale gamemodes such as Payload) once they're around the final bits of development.
Why should I (as a mapper) follow this rule?
To put it simply, it's to make your map more accessible to players. What do I mean by this? Well, if your map's filesize is somewhere in the 90MB or even 100MB range, it's going to take players a longer time to download your map. The reason this can present a problem is, let's face it: A lot of people are really impatient, especially when looking at a download bar slowly go up. There are a lot of people who see a download get one or two bars in 10 seconds and immediately go "I'm not waiting for this!", which while sad is a reality we just have to live with. By making your map's filesize smaller, you reduce the number of people who will say something to this effect when joining a server with your map on it. This means that more people play your map, and your map has a larger audience to potentially enjoy it!
What about custom assets?
Sometimes if you have to go over, you just have to go over. It's okay to do this, but it's always a good idea to keep the filesize as small as we can while keeping the map's integrity. A good way to efficiently use custom assets around your map is to pre-plan what assets you want to use in your map, as if you have a plan for it, you are much more likely to be able to re-use assets when making your map. Additionally, a lot of the filesize of the custom asset side of mapmaking usually comes from large or redundant textures, such as an overly large cubemap, a prop with high-resolution textures, or a model with a bunch of skins. If you're able to, try to reduce texture sizes when possible! Also, always remember to pack and repack your map so its filesize is as low as it can get!
What is the 60MB Rule?
The 60MB Rule is a guideline when making a map to not let a map's filesize exceed 60.0 MB. This is a reasonably comfortable filesize for most maps (even larger-scale gamemodes such as Payload) once they're around the final bits of development.
Why should I (as a mapper) follow this rule?
To put it simply, it's to make your map more accessible to players. What do I mean by this? Well, if your map's filesize is somewhere in the 90MB or even 100MB range, it's going to take players a longer time to download your map. The reason this can present a problem is, let's face it: A lot of people are really impatient, especially when looking at a download bar slowly go up. There are a lot of people who see a download get one or two bars in 10 seconds and immediately go "I'm not waiting for this!", which while sad is a reality we just have to live with. By making your map's filesize smaller, you reduce the number of people who will say something to this effect when joining a server with your map on it. This means that more people play your map, and your map has a larger audience to potentially enjoy it!
What about custom assets?
Sometimes if you have to go over, you just have to go over. It's okay to do this, but it's always a good idea to keep the filesize as small as we can while keeping the map's integrity. A good way to efficiently use custom assets around your map is to pre-plan what assets you want to use in your map, as if you have a plan for it, you are much more likely to be able to re-use assets when making your map. Additionally, a lot of the filesize of the custom asset side of mapmaking usually comes from large or redundant textures, such as an overly large cubemap, a prop with high-resolution textures, or a model with a bunch of skins. If you're able to, try to reduce texture sizes when possible! Also, always remember to pack and repack your map so its filesize is as low as it can get!