I would like to make a 500 x 500 Map and cut it to smaller Maps after.

Kane Hart

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Assuming 500x500 is the largest map possible I would like to make this map. This is only temp and in fact I want to make 4 of these maps and then cut them down to 100x100. Yes that is 100 Maps or 25 per mega map chunk.

My goal is to paint my World and spend time just doing the outlines. No small zones nothing like that but just the basics like rivers, forests, mountains, etc. Then I will fill it with smaller details once I cut it up. 

The reason I want to do this is a few reasons. One because it upsets people that I want to do a large open world, that alone brings me happiness. The 2nd reason is because it's easier to work with one big map if your trying to go open world and paint your basic layout and then convert to smaller sizes then it is to try to piece 100 smaller maps together even more so when your using (scrolling zelda style maps). 

So I'm just wondering how I do this :)

Thanks!
 
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Diretooth

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Theoretically possible, as long as you use all of the space given.
 

Kane Hart

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Theoretically possible, as long as you use all of the space given.
So there is actually no tool nor script to do this?

I'm only asking pretty much if there is a way to do it now. I hate  to spend weeks if not months to find out I have to do it all over lol.
 

Andar

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No, there is no tool or script for this. There are some scripts for combining maps ingame, but since that only works ingame you can't edit the changed maps and need to keep the large map for editing.


However, there is one way to get around that.


1) Make the big map in a different project, not in the project where you want to use the smaller maps


2) Open two instances of the editor (right-click on the taskbar-button of the maker and select it again for a new instance), one with your target project, one with the big map.


3) create the smaller maps in the game project


4) copy the desired small parts from the big map into the smaller maps


You can only add events after that copy unless you also copy the entire database to the big map project first, and that's a bit much as it might cause other synch problems if you're not very careful.
 

Kane Hart

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Ahhh darn. That iis probably where I got this idea but it was for the reverse. 

So the biggest reason not to go 500x500 is for event lag. What would be the 2nd or third for performance issues?
 

Tsukihime

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If you're experiencing event lag find a script that does better event handling (eg: anti-lag)


Having 1000 events on a single map will cause lag in the default engine because it doesn't optimize for off-screen sprites and other things, but it looks like you're planning to use something like Effectus so that is not an issue.


It is preferable to work with as large a map as you can, because working with separate maps in the editor under the assumption that they're one big map comes with its own set of challenges.
 
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Kane Hart

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If you're experiencing event lag find a script that does better event handling (eg: anti-lag)

Having 1000 events on a single map will cause lag in the default engine because it doesn't optimize for off-screen sprites and other things, but it looks like you're planning to use something like Effectus so that is not an issue.

It is preferable to work with as large a map as you can, because working with separate maps in the editor under the assumption that they're one big map comes with its own set of challenges.
Thank you. This makes me feel a lot better just doing one big map now.
 

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