- Joined
- Mar 16, 2014
- Messages
- 169
World editor unlimited allows one to bypass this cap, but does not work with versions past 1.29. Does blizzard plan to remove this cap? Is there any other way around it?
Blizzard already increased the editor limits in the official World Editor.
Patch 1.29.0 - Liquipedia Warcraft Wiki
I think he meant in patches after 1.29 as neither WEX or JNGP supports 1.30.4+ and the doodad cap is just 30k (way too little for a 480x480 map).
You'd be correct. As of now, I am going to resort to silly stuff like making tons of trees/rocks be inside of the same model, so they are technically only 1 doodad.
One way to go about it, is to spawn your doodads/destructibles in-game.
For animated doodads such as the fire and whatnot in the Cinematic category, I find that it actually improves map performance significantly to summon them when needed and remove them when no longer relevant.
This is obviously a clunky approach when you are designing landscapes, but for certain minor details it can work quite nicely.
If you have clustered terrain, you could use cluster dummies to run trigger that selects all dummies and spawns a cluster pattern of the terrain at each dummy.Unfortunately this approach won't work very well as my main problem is the landscape. I have 6 different terrain zones that needs to be filled with doodads. I have around 3k doodads left and I still have a whole zone to make. Luckily it's a relatively small zone.
The solution I came up was making custom, giant pathing blockers. Pathing blockers, along with trees/rocks on the edges of the map, were most of the doodads.
This is extremely useful for anyone who is having problems with this. Pathing - Everything about it