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Max Limit Doodad Permitted Allowed

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Level 11
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Nov 12, 2006
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(sorry for possible odd title, i just wanted these keywords in for future use)

I looked throughout these forums for a recommended max number of doodads (after using Newgen/no limits).

My current situation is that i have a 480 by 480 map, and just calculated that at my present rate, their could be between 15,000 and 20,000 doodads in my map. which worries me, because that is a huge amount of doodads. The goal of this map is to make lush and beautiful terrain which includes desert, swamp, winter, futuristic city, and forest sections. And I need to know if their will be mammoth loading times or the map will break or something by using the no limits and making tens of thousands of doodads.

so if any person(s) has a recommended limit of doodads to use, that would be great.
+rep for each poster who slaps up a number for me and a little text to go along with it. Ill probably average the answers for my results.
 
Level 5
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I don't know the number or whatever, but I can tell you that once you pass the normal WE limit it can give problems to bot users like GHost++.
 
Level 5
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Well I own a GHost++ and one of my friend made a map with over-limit trees and doodads. I made a config file for the map and added it to my bot. When I tryed to host it, wel my bot kinda crashed. I tryed a lot of time to make it work.

Finally over lot time we removed to over-limits tree and doodads and it worked.
 
Well I own a GHost++ and one of my friend made a map with over-limit trees and doodads. I made a config file for the map and added it to my bot. When I tryed to host it, wel my bot kinda crashed. I tryed a lot of time to make it work.

Finally over lot time we removed to over-limits tree and doodads and it worked.
I recommend you do this:
1 - make the map without the trees.
2 - save.
3 - download "world editor unlimited" in tool section.
4 - add UNLIMITED number of trees
5 - save and see if it no crush
6 - save with new file name so u have a copy in a case it crushes when you create changes.

That will solve the problem since World Editor Unlimited has unlimited number of allowed doodles but is buggy and may " save was unable to load".
In case you do "the map ver 0.01" +0.01 per save will make a lot of copies in case that happens. And so you will in worse case go to the save from 1 hour.
 
Level 11
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Messages
765
I already have the No Limits turned on. Techniclly speaking, i can put in 500,000 doodads. What im asking is what do you guys think i should limit myself to.

For example, does each doodad generally add something like .01 seconds to the loading time, does it decrease the stability of the map by .001%

I just want to know what the cons are to adding a huge amount (of well placed) doodads.
 
Level 6
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May 1, 2009
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Look at it more like this: How can you create your desired environment so there is as little clutter as possible?

Do you really need 20k doodads? Most of those will be trees right? You don't need that many trees, vary your terrain so you don't have to rely on them for walls.

What else requires so many doodads? If you don't go overboard with things like environment grass and use units as decoration in conjunction with doodads, you should never approach something that high.

Furthermore, do you really need your map to be 480x480? You could always shrink the map size - will size contribute to your map or weigh it down? I don't know anything about your project so this is all I can offer you in terms of advice.

Less is usually more.
 
Level 6
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Well isn't the normal WE max like 6-7k? (It's been so long I've forgotten) A little more would definitely be necessary (especially since 256x256 maps are impossible to fill up with the editor's normal limits).

I'm not trying to say that you can't go with 20k doodads, but you shouldn't limit yourself or go crazy. Try to make your environment with a conservative use of doodads, and if you need to remove some when you're done, perhaps you could consider removing some areas in your map (ie add lots of fog of war or put water or blizz cliffs there).

Is this map the one in your sig? If you're doing KOTOR I expect there to be space travel? Will lots of your terrain be abyss tiling? I can't believe you'll really need 20k doodads, even if you go overboard with stars and crap. Tatooine is all desert, so no doodads there, and Dantooine won't take up much doodad wise, if this is all on one map... I could see some capital cities taking up a lot of doodad-age and perhaps Kashyyyk and Korriban, but stilll...
 
Level 11
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Its actually a brand new map. Im making 1 last final awesome star wars map using all the mapping skillz ive developed over the past few years. And right now im in the process of thinning out the current number of doodads i have and its looking fine. So i probably will not go near 20,000 or even 15,000. But i haven't started working on the forest/lush planets yet. We will see how it goes.
 
Level 7
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Mar 28, 2009
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Anti i think 10k -15k is fine to me and also to FlowerofSpeechTATOOINE DOES NEED DOODADS!!! Plus im making tatooine xD.. For Example what about Beggar's Canyon?hmm? or what about Mushroom Mesa? so yes doodads are needed in every planet.. I suggest using 15k at the max. and since there is 9 planets in it i suggest using about 1700 doodads per planet.
 
Level 11
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Nov 12, 2006
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We will see Hell Ya. I mean its not like we can make Kashyyyk a giant barren rock while Tatooine is thriving. Tatooine should in fact be lots of desert (with rolling hills and scattered tusken raiders/farms/landed ships), meanwhile Kashyyyk should be pact with grass and trees. Remember we got alot of tiny grass doodads to fill up 2 very large planets.

Anyways off topic ends now :)
 
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