CyberDestroyer Posted September 5, 2020 (edited) Hi, im making an open world doom mod, (has dialogue, side quests, etc.) And i figured the way to do it is to have each part of the world its own level. (Because lag and all of that) I need to know so i dont make maps overlap/the world map not make sense And if there is a better way to do this please, please, tell me. So basically, how many 1024 wide and long units are there in DB2 Edited September 5, 2020 by CyberDestroyer 0 Quote Share this post Link to post
Rainne Posted September 6, 2020 (edited) The entire coordinate space for a map is a square 65536 units across (which is 216); if we call a 1024×1024 area a "plot" (like a plot of land), then the coordinate space is 64×64 plots. You can see for yourself by making the grid visible then zooming out till you can see all of it. It's quite a vast space. That said, individual maps should not have any two parts separated by more than 32767, or arithmetic operations can start failing or wrapping around in strange ways. But, that's still a huge area: you can probably fit an entire episode's worth of maps within such a space. As for your world/hub idea: no one's going to care if it's off a bit, as long as it's generally correct. Like, if a given level has a south entrance and a hidden eastern entrance, they should lead to an area in the southern and eastern part of the level, respectively. But if the scale is a little different, it's not a big deal. Edited September 6, 2020 by Rainne 0 Quote Share this post Link to post
Dark Pulse Posted September 8, 2020 Generally speaking, the more complex the map geometry, the smaller the playable area. "How big," though, depends on the map format. In the original formats, it's 65535 units, represented as -32768 to 32767. However, it's generally safer to keep it to half of this: -16384 to 16383. I believe you can technically exceed this limit in a UDMF map. However, that's a whole other can of worms. 0 Quote Share this post Link to post
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