You do realize that's 64 times the area of one 32x32 map?! It's like three times as big as entire Grimrock 2 game put together!Zo Kath Ra wrote:Yes, 256x256 maps would be awesome!
Different Map sizes inofficially supported!(?)
Re: Different Map sizes inofficially supported!(?)
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- Zo Kath Ra
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Re: Different Map sizes inofficially supported!(?)
The Ultima 4 world map had 256x256 tiles...Komag wrote:You do realize that's 64 times the area of one 32x32 map?! It's like three times as big as entire Grimrock 2 game put together!Zo Kath Ra wrote:Yes, 256x256 maps would be awesome!
Re: Different Map sizes inofficially supported!(?)
256x256 and make it one huge, giant, enormous, intricate puzzle full of monsters and traps and treasure and oh man that would be sooooooZo Kath Ra wrote:The Ultima 4 world map had 256x256 tiles...Komag wrote:You do realize that's 64 times the area of one 32x32 map?! It's like three times as big as entire Grimrock 2 game put together!Zo Kath Ra wrote:Yes, 256x256 maps would be awesome!

Definitly a needed feature in LoG3 or future editor updates...unlock it PLEASE!
Re: Different Map sizes inofficially supported!(?)
I agree. Even if the main campaign won't be that big, let the community make maps that big. Those that don't like it, won't play those maps, but I sure as heck would! Especially if it was multiflooredBatty wrote:256x256 and make it one huge, giant, enormous, intricate puzzle full of monsters and traps and treasure and oh man that would be soooooo![]()
Definitly a needed feature in LoG3 or future editor updates...unlock it PLEASE!
Re: Different Map sizes inofficially supported!(?)
I suspect very few people have computers that would run 256x256 maps acceptably if they actually had anything substantive in them; the 32x32 outdoor areas already require something pretty high-end to render at 60 FPS, so you can imagine what something 64 times the size would be like. What do you lose by using several 32x32 maps instead?
Grimrock 1 dungeon
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Grimrock 2 resources
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Re: Different Map sizes inofficially supported!(?)
Our systems will adapt!minmay wrote:I suspect very few people have computers that would run 256x256 maps acceptably if they actually had anything substantive in them; the 32x32 outdoor areas already require something pretty high-end to render at 60 FPS, so you can imagine what something 64 times the size would be like.
Here's a 128x128...256x256 would be 4 of these!

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- Zo Kath Ra
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- Location: Germany
Re: Different Map sizes inofficially supported!(?)
OK, so maybe 256x256 maps would be overkill.
But 64x64 maps would be really nice.
They'd "only" be 4x as big as the current 32x32 maps, but they'd feel huge.
But 64x64 maps would be really nice.
They'd "only" be 4x as big as the current 32x32 maps, but they'd feel huge.
Re: Different Map sizes inofficially supported!(?)
And they don't HAVE to be 1 big connected dungeon. In the main campaign, all the dungeons fit into one little map square. Which does 2 things. 1, it means we always know how big the map is as we know it won't go outside of that box. and 2, it limits the size of dungeons. You can't have too many rooms or complicated secrets without needing to add a second/third floor. I wouldn't mind seeing entire dungeons that were hidden in secrets in secrets inside of secrets! A good example is, if I remember right, in LoG 1, on one of the floors 8th - 11th floor, It has the stairs to the next floor very close by so you can keep going, or stay on that floor as the entire floor is one massive puzzle just to get a secret epic weapon. I want to see more of that.Zo Kath Ra wrote:OK, so maybe 256x256 maps would be overkill.
But 64x64 maps would be really nice.
They'd "only" be 4x as big as the current 32x32 maps, but they'd feel huge.
Re: Different Map sizes inofficially supported!(?)
Yes! We need max size 256x256 not because it will necessarily be filled out completely but because layouts should be asymmetric between and within levels. #1 thing I dislike about 32x32 is what you said, you always know when you've finished the level because you reached the small limit.Jirodyne wrote:And they don't HAVE to be 1 big connected dungeon. In the main campaign, all the dungeons fit into one little map square. Which does 2 things. 1, it means we always know how big the map is as we know it won't go outside of that box. and 2, it limits the size of dungeons. You can't have too many rooms or complicated secrets without needing to add a second/third floor. I wouldn't mind seeing entire dungeons that were hidden in secrets in secrets inside of secrets! A good example is, if I remember right, in LoG 1, on one of the floors 8th - 11th floor, It has the stairs to the next floor very close by so you can keep going, or stay on that floor as the entire floor is one massive puzzle just to get a secret epic weapon. I want to see more of that.
Re: Different Map sizes inofficially supported!(?)
...But you would know that about a 256x256 map too.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.