Hello not sure where I should post this, sorry if I got the wrong forum.
I am using many custom models and sound files in my map. The map is for a private multiplayer LAN party to test my maps concept. Using a custom WAR3x.MPQ file is not a problem. It also wouldn't be a problem to use a Map size limit bypass.
My question is which choice would be better for avoiding bugs and lag. So far I have been using an MPQ editor and everything seems to be working fine for models. I would assume using a custom MPQ file would be more efficient, since the map doesn't contain the models.
What differences would occur between using a Custom MPQ file vs a Map size limit bypass?
Lastly has anyone ran into any problems with using custom MPQ files or Map size limit bypass?
I am using many custom models and sound files in my map. The map is for a private multiplayer LAN party to test my maps concept. Using a custom WAR3x.MPQ file is not a problem. It also wouldn't be a problem to use a Map size limit bypass.
My question is which choice would be better for avoiding bugs and lag. So far I have been using an MPQ editor and everything seems to be working fine for models. I would assume using a custom MPQ file would be more efficient, since the map doesn't contain the models.
What differences would occur between using a Custom MPQ file vs a Map size limit bypass?
Lastly has anyone ran into any problems with using custom MPQ files or Map size limit bypass?
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