TES Stylized Map
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- Captain Proof
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TES Stylized Map
I'm gonna come out and say it.I've been keeping something under wraps for a while.I've started working on sprites and studying my ass off at the doom wiki and not to mention dissecting some RPG style mods (Diabolic,Hquest,etc) and studying the code and everything.
The only thing I've done is set up the region for the Silmaril Coast and the Orc Raider Cave.It's pretty big(I can't remember the particulars)but when I try to make the entire map(For those who have played Daggerfall,Think of the size of Wayrest)Doombuilder crashes.So I'm guessing that there's no way I'm going to be able to make the entire map.
The only other way I can think of fixing this is to make each reigion consists of 3 or 4 areas(ex Silmaril Coast will contain Port Gahl,Raiders Island,and the Northern Road)
If anyone has any Idea's on how I should go about making the maps "Daggerfall" esque I would be very greatful.
EDIT:I'll try to remember to grab a pic of the region and post it tommorrow.
The only thing I've done is set up the region for the Silmaril Coast and the Orc Raider Cave.It's pretty big(I can't remember the particulars)but when I try to make the entire map(For those who have played Daggerfall,Think of the size of Wayrest)Doombuilder crashes.So I'm guessing that there's no way I'm going to be able to make the entire map.
The only other way I can think of fixing this is to make each reigion consists of 3 or 4 areas(ex Silmaril Coast will contain Port Gahl,Raiders Island,and the Northern Road)
If anyone has any Idea's on how I should go about making the maps "Daggerfall" esque I would be very greatful.
EDIT:I'll try to remember to grab a pic of the region and post it tommorrow.
Re: TES Stylized Map
First, there's the map limit to consider. -/+ 32768 units is not very large at all, if you want to create a landmass of Daggerfall proportions.
Secondly, the Doom engine isn't optimized for this kind of thing. If you're going to make a huuuuge outdoor map that has no 1-sided lines to block line of sight calculations, it's going to be slooooow...
The engine in the more recent games are written with huge outdoor landscape rendering in mind, which is why it works quite well... you might notice how everything close to the player is very detailed, but in the distant, the polygons get less and less complex... then there are the normal and noise maps to sort of mask the low poly ugliness for distant land.
All of this doesn't exist in the Doom engine...
Secondly, the Doom engine isn't optimized for this kind of thing. If you're going to make a huuuuge outdoor map that has no 1-sided lines to block line of sight calculations, it's going to be slooooow...
The engine in the more recent games are written with huge outdoor landscape rendering in mind, which is why it works quite well... you might notice how everything close to the player is very detailed, but in the distant, the polygons get less and less complex... then there are the normal and noise maps to sort of mask the low poly ugliness for distant land.
All of this doesn't exist in the Doom engine...
- Juan "JacKThERiPPeR
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Re: TES Stylized Map
Taking in mind engines like Torque or so.
I found a map limit since I had Doom Builder. Must be like the amount told by Nash. So, no, you can't still make those huge landscapes for ZDoom.
But still, emulate them with Line_Horizon (duh).
I found a map limit since I had Doom Builder. Must be like the amount told by Nash. So, no, you can't still make those huge landscapes for ZDoom.
But still, emulate them with Line_Horizon (duh).
- Cutmanmike
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Re: TES Stylized Map
You'll have to make a hub, it's really the only way to do this kind of thing.
- Juan "JacKThERiPPeR
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Re: TES Stylized Map
That won't work. Hubs tend to be not seamless, while Cpt. Proof talks about the seamless terrain kind of thing. Imagine hubs as a snake, cut into pieces. He's talking about squares joined all together to make a bigger square.Cutmanmike wrote:You'll have to make a hub, it's really the only way to do this kind of thing.
That would be a very, very tedious job unless you're a masochist.
- Cutmanmike
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Re: TES Stylized Map
I know, and I'm saying you're better off doing that because of the limits. 
Oh wait, does UDMF have a map size limit?

Oh wait, does UDMF have a map size limit?
- Juan "JacKThERiPPeR
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Re: TES Stylized Map
I tried waaay before making a single map of such proportions like 30000+. It's way impossible, as the red line in DB says I can't.Cutmanmike wrote:I know, and I'm saying you're better off doing that because of the limits.
Oh wait, does UDMF have a map size limit?
Must be because I'm paranoic.
I don't really know if UDMF has map size limits. But the wad would be as huge as an entire collection of next-gen games like UT2004.
- Captain Proof
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Re: TES Stylized Map
Alright,then I'll stick to the Hub system then.I guess it makes more sense than having wasted space? 

- Juan "JacKThERiPPeR
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Re: TES Stylized Map
Sure. I'm not saying it's bad, but be sure to connect the hubs well so you don't have headaches. Keep the hub connections as small as possible.Captain Proof wrote:Alright,then I'll stick to the Hub system then.I guess it makes more sense than having wasted space?
- Captain Proof
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Re: TES Stylized Map
The Hub Connections would probably be Towns...unless there are no towns around that area,in that case it will just be a tavern or something.Though there area a few hubs that will be ruins or temples.Right now I'm just fleshing out the history of the world again since I lost the notebook that was a timeline from front to back(Good thing I found Timeline generator).
Oh and heres a quick sketch I did since I forgot to get the pic of the region from Campaign Cartographer.

Oh and heres a quick sketch I did since I forgot to get the pic of the region from Campaign Cartographer.

Re: TES Stylized Map
And as a completely offtopic question, where's "Insomnia!"? 

- Captain Proof
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Re: TES Stylized Map
Insomnia is getting some tweaking done(Primarily Map 02 and 04)
Map 02 had way way way too many monsters on it,I mean beating it on pistol start was possible but you would finish with only 25% health.So I'm replacing some monsters with weaker ones,deleting some outright and then rebablancing the ammo,armor,and health.
on Map04 I'm just stumped,its supposed to be housing for the Facility personell but it's extremely time consuming doing every single house and figuring out ways to make each one different from the other.
Maps05-10 are planned out in my head,so I know what I want in them.
You'll get it don't worry.
Map 02 had way way way too many monsters on it,I mean beating it on pistol start was possible but you would finish with only 25% health.So I'm replacing some monsters with weaker ones,deleting some outright and then rebablancing the ammo,armor,and health.
on Map04 I'm just stumped,its supposed to be housing for the Facility personell but it's extremely time consuming doing every single house and figuring out ways to make each one different from the other.
Maps05-10 are planned out in my head,so I know what I want in them.
You'll get it don't worry.