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Hiding Doodads?

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Level 30
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Sep 30, 2008
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I'm sure some of you have played an ORPG where everyone lags out due to the sheer number of doodads right? I'm currently making a Diablo III map and have reached what I call a doodad barrier.

While I'de like to make the game bigger, I cannot due to the number of doodads already used (around 13000). If I add any more and it will be unplayable :p

So! Does anyone know a way of hiding doodads to prevent map-lag? :)

Right now the map is split into areas. It would be rather nice to hide all the doodads in the map, and only show them for the areas that contain a player :p It could greatly reduce lag in the map :)
 
Level 13
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there's the WE which can place unlimited doodads but you don't want WE i bet the essayist way is just get rid of unneeded doodads
 
Level 30
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there's the WE which can place unlimited doodads but you don't want WE i bet the essayist way is just get rid of unneeded doodads

Dont worry, im already using JassNewGen :) I know how to exceed to doodad limit. Also, removing doodads is not an option :) One of the things that makes the map what it is is the terrain, I dont want to decrease the quality anywhere by removing doodads ;)

What im trying to fix is the lag caused by placing too many doodads :)

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I just thought of something actually. What if I made several of the doodads non-selectable, invulnerable desctructibles? xD Means I could hide them whenever i please :D hmmm.....
 
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