999 maps?

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Xaeyr

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So has anyone ever made a game with 999 maps? Would you even attempt it? I could see having a game with a few hundred, but nearly a thousand??
 

odinnightowl

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I am actually in the process of making a game in which can potentially have more then 1000 if that is at all possible.
 

CrazyCrab

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To be honest I don't really see the point in it, unless you're making a massive open world adventure.

Otherwise people will just never finish it - I mean, let's be honest here, how many maps does Neverwinter Nights 2 original campaign have? Like 200 at most I'd say. It was so long that I just got bored and started a different expansion. 

It's different in an open world game, where you want to do something else each playthrough, but I'd say that 1000 maps is still a LOT, unless you're just making them really small or something.
 

gRaViJa

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If you ever get to 1000 maps (not likely)? i think there are some database breaking scripts that can help. If it doesn't exist for the number of maps, then you can still use the technique of putting multiple locations (for examples all the insides of a city) in one big map with a big enough margin between each. The player won't notice it.
 

odinnightowl

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To be honest I don't really see the point in it, unless you're making a massive open world adventure.

Otherwise people will just never finish it - I mean, let's be honest here, how many maps does Neverwinter Nights 2 original campaign have? Like 200 at most I'd say. It was so long that I just got bored and started a different expansion. 

It's different in an open world game, where you want to do something else each playthrough, but I'd say that 1000 maps is still a LOT, unless you're just making them really small or something.
I am doing a tower grind/ dungeon crawler type game involving as a start 100 varying "floors" none will be the same so simply copying one to the next will not be able to be done. alas the dungeons will be rather huge thus stopping the chance to combine maps into one thing. Think sword art online aspect of floors and such and that is how my game will be setup.
 

Xaeyr

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If you ever get to 1000 maps (not likely)? i think there are some database breaking scripts that can help. If it doesn't exist for the number of maps, then you can still use the technique of putting multiple locations (for examples all the insides of a city) in one big map with a big enough margin between each. The player won't notice it.
Hmmm, never thought of putting all of my building interiors on a single map. That's a good idea since events control where the player lands when they leave or enter a building anyway.
 

bgillisp

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I am doing a tower grind/ dungeon crawler type game involving as a start 100 varying "floors" none will be the same so simply copying one to the next will not be able to be done. alas the dungeons will be rather huge thus stopping the chance to combine maps into one thing. Think sword art online aspect of floors and such and that is how my game will be setup.
I think Hime has a script where you can change the directory where maps are stored in game, so you can then go over the 1000 map limit by using multiple directories for your maps.
 
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DarthVollis

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Yes, Tsukihime has a Script called Map Folders which lets you have unlimited number of maps. Are learning to use use to I found out that it is not really that hard to understand.
 

Raider

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Don't get me wrong, but I think the discussion about the number of maps is quite pointless. I don't understand why some developers praise their game with the amount of maps they made.

The quality of a game doesn't depend on how many maps it contains!

Sure some genres need more maps than others, but I think the main focus should not be to create as many maps as possible. There are many games which are fun to play, even though they have very few maps. And the playtime isn't always affected by the sheer number of maps.

So the main goal should be to make good maps, not many.

The number doesn't point out how many work the developer put into the game. Maybe a game with 10 really big maps did consume more time to make, than a game with 30 small maps.

But that's just my opinion, maybe some of you think differently :)
 

odinnightowl

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well the way my game will be working is each " floor" or map will basically be a dungeon of a sort. Each will be different with its own challenge and boss to fight. The game play is meant to be a basic dungeon crawler but is progressive with rpg story line events with the final goal being to reach the top floor which at first the player will think is but the 100th floor.
 

Bex

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Iam not sure why there is a Limit in this Case ? The amount of Maps in the Maptree should not influence performance? (right?)

It would maybe influence the Game Sice a little. But when using Tilesets, the Gamesize is incredibly smal in comparsion to parallax pictures for every map.

So why not 9999 or 5000 like with Switches.

So good question OP, your Thread brought me to question this Limitation and its usefullness.
 
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Xaeyr

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I do agree with Raider in that personally I would judge my games based on the quality of the maps rather than the quantity. I'm really just starting out, but so far I've been more concerned with how my maps look and feel than how many there are. I can't imagine I would end up with even close to 999, so when I'm creating them I really don't think about it. But I had wondered if anyone had ever made that many.
 

Hollow

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Bex, it does make the editor lag quite a bit if you have that many maps. So, there is actually a reason for the limitation to be there. I was recently referencing the game Hero's Realm for something--it has almost 900 maps--and after closing the database, there was a ~12 second wait before I could click on anything again. To be fair, the game was made in 2k3, but that doesn't change the fact that you will have editor lag with that many maps in any engine.

As to the discussion, I really don't see why you would ever even need that many different maps. Unless, as said before, you were making either 1) a massive open world game or 2) a game that's very long (i.e. Hero's Realm).
 

Xaeyr

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I think, as someone stated, I would get bored playing that many maps unless the game was very very good in other areas and there was a good amount of variety from map to map. One thing I never liked about some RPG's is how if you've been inside one Inn, you've been in them all. They were all nearly identical.
 

Another Fen

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The only game I remember would be "Faces of Death" (zombie "horror" RPG from 2004, german), which had about 1007 maps.

It's created with the RPG Maker 2000, but since that maker works similar to the newer ones in many ways I think it should be okay.

You haven't missed much if you didn't play it though.
 
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Indinera

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I've made several with 500+ (off the top of my head all 3 Laxius Force, 3 Stars of Destiny, Asguaard, Sylia) but I try to avoid getting close to 999 as I don't want to use an extra script to "break" the limit.

But if you use small maps and the game is long, it's not too difficult.
 

Housekeeping

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A Very Long Rope broke 1,000 maps.  This happened because of a combination of the sheer size of the game (it's about 50+ hours) and the fact that I was being wasteful, often making one-room maps instead of placing every room in the dungeon on a single map and breaking the rooms up with black space.  I didn't want to use any scripts, so I had to go back and condense a few maps from multiple maps to a single map with multiple rooms, which meant re-eventing all the transfers.  It was PRETTY annoying.  I don't really understand why RPG Maker has these limits built in.  You're pretty unlikely to break them, but if you're not aware that there's a limit and you run into it, it can mess up your plans.
 

PixelLuchi

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1000? Both of the games I've made so far barely break 600 maps. You can easily squeeze a 10-15 hour long game into a fraction of the 999 map limit. I speak from experience.
 

bgillisp

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1000? Both of the games I've made so far barely break 600 maps. You can easily squeeze a 10-15 hour long game into a fraction of the 999 map limit. I speak from experience.
Agreed. I'm not yet at 100 maps, and it takes me 9 hours to get to the end of what I have currently written. In fact, I'm now going back and breaking up some of my maps that were large into 2 - 3 smaller maps just to reduce the lag some testers have ran into, now that I know I have the space to spare.
 

captainproton

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I know I wouldn't use that many, but I do have my big cities split up into separate "district" maps, and I usually use a separate map for cutscenes.
 
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