Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Battle_Korbi

Map sizes?

Recommended Posts

How much can a map be stretched in Boom or Zdoom for it to work properly? Also, if the ceiling is about 128, how much width and lenght it can go? 

 

Also do actors impose a performance problem on such a huge map? Or there can be problems when there is only too many actors on a map (regardless of map size)?

Share this post


Link to post

Map coordinates on x/y/z axes in Doom and Hexen format maps can go from -32768 to +32767 map units, but calculations lose precision as the coordinates approach the border limits and overflows may happen, so all map coordinates should ideally be kept between -10000 and +10000 map units.

 

I don't understand what you mean in the second part of your question.

 

Everything impacts performance, but especially 1) linedefs/sectors/things in player's current view, and 2) actors that are thinkers (that is those that periodically call AI functions, for example monsters, and not pickups or static decorations) regardless whether the player currently views them or not.

Share this post


Link to post

Well, would six high walls and 4 imps work the same on a 1024x1024 as on a 10000x10000 map (even distanced out from each other on the proper ratio)

 

I mean, does the distance between actors and linedefs make a diffrence in preformance, or would it run pretty much the same regardless of distance?

Share this post


Link to post

With the same geometry, just scaled by different factors, speed of calculations should be pretty much identical, though large scales will hurt precision of calculations, and might cause overflows or bugs in extreme cases. For example, in vanilla and classic ports, map's BLOCKMAP may not exceed 64 KB, and just doubling the size of your map along every axis will quadruple the size of BLOCKMAP, so you can't afford doing that too much.

Edited by scifista42

Share this post


Link to post

For ZDoom and family maps:

If you anticipate to make a large area map, then it may be advisable to construct several smaller maps and tie them together in a hub system, as was done in HEXEN. Plus, that way you also have options like intermission briefings.

Share this post


Link to post
13 hours ago, scifista42 said:

With the same geometry, just scaled by different factors, speed of calculations should be pretty much identical, though large scales will hurt precision of calculations, and might cause overflows or bugs in extreme cases. For example, in vanilla and classic ports, map's BLOCKMAP may not exceed 64 KB, and just doubling the size of your map along every axis will quadruple the size of BLOCKMAP, so you can't afford doing that too much.

The blockmap CAN exceed 64kib (65536 bytes), but there are strict limits about the data over the 64kib limit. As for the size increases, only the middle part of the blockamp data structure, the grid, will increase roughly double in size if you double along an axis. The blockmap lists will be the same, they only grow in size if you add more lines to the map. There is also a small header describing the map size etc, and it will also not grow if you make the map span a bigger area. Just about every modern blockmap builder supports blockmap compression of some sort, greatly reducing the amount of lists.

 

If you want to build a really big vanilla-map, you could try my ZenNode fork, ZokumBSP, over at http://doom2.net/zokum/zokumbsp/

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×