Editing Map unit
From DoomWiki.org
Your changes will be displayed to readers once an authorized user accepts them. (help) |
Warning: You are not logged in. Your IP address will be recorded in this page's edit history.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 59: | Line 59: | ||
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. | 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. | ||
− | The [[Map size limit (blocks)|blockmap limit]] and [[blockmap overflow]] phenomenon also | + | The [[Map size limit (blocks)|blockmap limit]] and [[blockmap overflow]] phenomenon also exists as other stringent limitations which affect how many 128-square-unit blocks can contain [[linedef]]s. |
In terms of height, areas which are too tall can [[Numeric overflow crash in tall areas|trigger a crash]] due to numeric overflow during texture scaling when the height difference between the floor and ceiling is greater than approximately 2500 units and the player is close to a line. | In terms of height, areas which are too tall can [[Numeric overflow crash in tall areas|trigger a crash]] due to numeric overflow during texture scaling when the height difference between the floor and ceiling is greater than approximately 2500 units and the player is close to a line. |