How big can a map be?

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bleson
 
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How big can a map be?

#1

Post by bleson » Tue Jan 08, 2013 12:55 am

I started creating an open-field map with square dimensions of over 37'000 units, and surprisingly that worked when playtested.
But then as soon as I added 'terrain' by raising sectors within the map, Doom Builder was "unable to build nodes". The F4 map check proved there were no actual errors within the map, so I suppose the problem is due to a map size limit.

Would anyone have background knowledge of this?
I still need to make my map reasonably big, but not enough to re-encounter that error.
I'm using Doom in UDMF format.

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agaures
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RE: How big can a map be?

#2

Post by agaures » Tue Jan 08, 2013 6:45 am

-=Dark-Assassin=- wrote: Isn't the max height and depth 65536 units each? 131072 units totaled?
Well, you now know the maxium height.
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RE: How big can a map be?

#3

Post by bleson » Tue Jan 08, 2013 6:53 am

agaures wrote:
-=Dark-Assassin=- wrote: Isn't the max height and depth 65536 units each? 131072 units totaled?
Well, you now know the maxium height.
Yep, thank you.
After submitting this thread I downscaled the map to under half (which made it work), and it's still massive. I guess I underestimated scale in Doom Builder's overhead view.
Last edited by bleson on Tue Jan 08, 2013 6:53 am, edited 1 time in total.

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BURZUM
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RE: How big can a map be?

#4

Post by BURZUM » Tue Jan 08, 2013 9:55 am

I dont know which kind of map you are working on, but also think about the "missing paket" problem in multiplayer that can occur easily the bigger the map gets and the more monsters/ obstacles you put into.

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RE: How big can a map be?

#5

Post by bleson » Tue Jan 08, 2013 10:23 am

BURZUM wrote: I dont know which kind of map you are working on, but also think about the "missing paket" problem in multiplayer that can occur easily the bigger the map gets and the more monsters/ obstacles you put into.
At this stage and for a while, this will be singleplayer. Thanks for informing me though.

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RE: How big can a map be?

#6

Post by Zeberpal » Tue Jan 08, 2013 10:41 am

However, keep in mind that big sized maps are usually just plain bad at gameplay and visual look especially. There are some few exceptions like chillax or hell revealed.
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RE: How big can a map be?

#7

Post by bleson » Tue Jan 08, 2013 10:50 am

Zeberpal wrote: However, keep in mind that big sized maps are usually just plain bad at gameplay and visual look especially. There are some few exceptions like chillax or hell revealed.
Thanks. This isn't a usual type of map, it's the beginning of a mod that involves exploration. The size really is necessary for gameplay.

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RE: How big can a map be?

#8

Post by BURZUM » Tue Jan 08, 2013 11:27 am

Hm...sounds interesting ;-)

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RE: How big can a map be?

#9

Post by Dark-Assassin » Tue Jan 08, 2013 12:34 pm

agaures wrote:
-=Dark-Assassin=- wrote: Isn't the max height and depth 65536 units each? 131072 units totaled?
Well, you now know the maxium height.
I think that's the same with width and length as well. Though I believe there is also a similar limit to the amount of vertexes (Points) allowed in maps before the node builder starts crashing.
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RE: How big can a map be?

#10

Post by Luke » Tue Jan 08, 2013 6:22 pm

-=Dark-Assassin=- wrote:[spoiler]
agaures wrote:
-=Dark-Assassin=- wrote: Isn't the max height and depth 65536 units each? 131072 units totaled?
Well, you now know the maxium height.
[/spoiler]
I think that's the same with width and length as well. Though I believe there is also a similar limit to the amount of vertexes (Points) allowed in maps before the node builder starts crashing.
The ZDBSP (Extended) is able to build nodes on maps with more than 65536 vertexes/sectors/lindef/sidedef.

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RE: How big can a map be?

#11

Post by Aqua Kitty » Sat Jan 12, 2013 12:27 am

Luke wrote:
-=Dark-Assassin=- wrote:[spoiler]
agaures wrote:
-=Dark-Assassin=- wrote: Isn't the max height and depth 65536 units each? 131072 units totaled?
Well, you now know the maxium height.
[/spoiler]
I think that's the same with width and length as well. Though I believe there is also a similar limit to the amount of vertexes (Points) allowed in maps before the node builder starts crashing.
The ZDBSP (Extended) is able to build nodes on maps with more than 65536 vertexes/sectors/lindef/sidedef.
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RE: How big can a map be?

#12

Post by Dusk » Sat Jan 12, 2013 3:28 am

Zeberpal wrote: However, keep in mind that big sized maps are usually just plain bad at gameplay and visual look especially. There are some few exceptions like chillax or hell revealed.
Chillax has good gameplay and visual look? Please pardon me.

If anything, it's Deus Vult and its sequel which pull off the size thing off properly, at least when it comes to visuals.

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RE: How big can a map be?

#13

Post by ibm5155 » Fri Feb 01, 2013 1:31 am

This all remember me akzos city and dawn of reality, both big maps but both rocks :D

"Chillax has good gameplay and visual look?"
Well some guys love it, but I really can´t play a suicide wad that on the first map you got a cyberdemon to fight and others suicide things,,,
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