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Vanilla-compatible maps close to the SEGLIMIT anywhere?


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I'd like to see in practice, how large is the biggest map that can be made and is still compatible with non-LR ports, such as Chocolate Doom, in terms of maximum map size.

Can you recommend me anything I can check out? My only idea is Suspended in Dusk, but I honestly have no idea, how close was that to the SEGLIMIT.

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Seg count depends on the map's nodes, which depend on the used node builder as well as on the map's structure, not merely its size. You can check seg count in existing maps via Visplane Explorer, which is built into GZDoom Builder and available as a downloadable plugin for Doom Builder 2 too. You can also determine seg count by looking at the size of the map's SEGS lump in a wad content editor - the seg count is equal to the lump's size in bytes divided by number 12.

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scifista42 said:

You can also determine seg count by looking at the size of the map's SEGS lump in a wad content editor - the seg count is equal to the lump's size in bytes divided by number 12.


Ah, thanks! Does it mean that the maximum size of the SEGS lump is 32768*12 bytes? (~380 kilobytes)

Also, I was a bit confused, now I realized that 32768 is true [url=http://doom.wikia.com/wiki/Static_limits#Segs.2Fsides.2Flines.2Fsubsectors.2Fnodes]for everything[/b] but not as an addition, but in themselves.

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Katamori said:

Does it mean that the maximum size of the SEGS lump is 32768*12 bytes? (~380 kilobytes)

Yes (only except that the number is 32767*12), at least with vanilla nodes. A map requiring more segs would need to use a non-vanilla node format, for example ZDoom extended nodes.

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