Map number/naming limitations

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Letalis
Posts: 32
Joined: Sat Aug 31, 2013 10:58 pm

Map number/naming limitations

Post by Letalis »

Hi everyone,

One of the things ive been wondering as of late while working on my project is this one question. have the map numbering limitations been removed in the source ports? in example, lets say i wanted to make a 64 map megawad or something. will zdoom and its variants handle that many maps or will i be making two separate wads? considering that i can use hexen style hubs now, im taking that into account while building maps, and thinking about map sizes and what should all be in one map vs, breaking it up into two for technical reasons. if i can, it could have a number of cool uses, like building detailed multistory buildings without the use of 3d floors that have one floor thats easily as detailed as the first.

Thanks for the help

Letalis
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0bsidian
Posts: 1118
Joined: Sun Oct 28, 2012 11:59 pm
Location: New Zealand

Re: Map number/naming limitations

Post by 0bsidian »

There's this one guy who made a wad 30,000 levels long, but then again they were "levels" in the loosest sense of the word(ie: small box with exit switch). Having said that, I think ZDoom can handle 64 levels with ease.
Letalis
Posts: 32
Joined: Sat Aug 31, 2013 10:58 pm

Re: Map number/naming limitations

Post by Letalis »

ROFL. Yeah i know the old school exes really werent setup to do that. its good to know im not limited to 32 levels should i want to utilize hubs for something a little more than just returning to previous levels.
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XCVG
Posts: 561
Joined: Fri Aug 09, 2013 12:13 pm

Re: Map number/naming limitations

Post by XCVG »

ZDoom can handle high map numbers, not sure what it goes up to. It can also handle non-standard map names, like JAIL01 or DYSTITLE, so long as they are valid lump names. You will have to define them in MAPINFO for normal level switching to work properly, but you should be doing that anyway.
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cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: Map number/naming limitations

Post by cocka »

i want to utilize hubs for something a little more than just returning to previous levels.
Consider using [wiki]Deferred_script[/wiki]s, placing keys on different levels etc.. so there should be a reason for returning back to previous levels.
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