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Mike's Madness: Map stats

 
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Fri Dec 10, 2010 4:11 pm    Post subject: Mike's Madness: Map stats Reply with quote
In a feeble attempt to make some sense out of the limitations in ROTT's game engine, I have created a spreadsheet containing counts of various types of tiles in my maps:

https://spreadsheets.google.com/pub?key=0AjkzKF-cw2NmdGtsa09rVTFUMC12QThkVWd1c2pGRXc&output=html

or http://j.mp/h12XmY

If you add up all the items in a set of levels (e.g. all four 'End Game' levels) you'll find that whatever the totals end up being is "too much of something", hence my having to break the levels apart.

Since I know that none of these levels crash, I can at least "juice up" the levels with lower levels of things and [presumably] not cause a crash.

-Mike
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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Fri Dec 10, 2010 4:24 pm    Post subject: Reply with quote
That makes some interesting reading. Thanks for giving some sort of reference to bounce off. Smile
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Fri Dec 10, 2010 5:32 pm    Post subject: Reply with quote
Well this is fairly interesting. Perhaps one day if someone gets really bored he can use this as a base to find out how much of "this" and "this" will crash ROTT.

Thanks for the sheet Mike Smile
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MikeMiller wrote:
Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Fri Dec 10, 2010 5:58 pm    Post subject: Reply with quote
Lawstiker wrote:
Well this is fairly interesting. Perhaps one day if someone gets really bored he can use this as a base to find out how much of "this" and "this" will crash ROTT.

Thanks for the sheet Mike Smile


Somehow I doubt that it would be X number of masked walls, and Y number of enemies, and Z number of weapons, etc. I'm guessing that tile type A uses X amount of memory, tile type B uses Y amount of memory, etc, and in the aggregate it has to be under whatever memory limitations DOS has....or some such.
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Fri Dec 10, 2010 6:36 pm    Post subject: Reply with quote
Probably not. I can't say I am family with how the engine works or how mapping works completely either.
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MikeMiller wrote:
Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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