Editing Map unit

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==Limitations==
 
==Limitations==
The total space that can be functionally covered by a Doom engine map is significantly less than the extent of the coordinate system implies. If any two points of valid play space in the level are separated by more than 32767 units, the game engine will be unable to appropriately measure distance between those points, resulting in numeric overflow. This can cause effects such as long-range melee attacks from monsters, impossible lines of sight for [[arch-vile]] attacks, and, near the wrap points, visual artifacts. In order to avoid this, a level must be contained within a 16384-unit radius as measured from its center point.
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The total space that can be functionally covered by a Doom engine map is significantly less than the extent of coordinate system implies. If any two points of valid play space in the level are separated by more than 32767 units, the game engine will be unable to appropriately measure distance between those points, resulting in numeric overflow. This can cause effects such as long-range melee attacks from monsters, impossible lines of sight for [[arch-vile]] attacks, and, near the wrap points, visual artifacts. In order to avoid this, a level must be contained within a 16384-unit radius as measured from its center point.
  
 
The [[Map size limit (blocks)|blockmap limit]] and [[blockmap overflow]] phenomenon also exist as other stringent limitations which affect how many 128-square-unit blocks can contain [[linedef]]s.
 
The [[Map size limit (blocks)|blockmap limit]] and [[blockmap overflow]] phenomenon also exist as other stringent limitations which affect how many 128-square-unit blocks can contain [[linedef]]s.

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