ID:2804621
 
(See the best response by Ter13.)
i wanted to ask,i wana make complete 1000x1000 map, what the best way do it:
1. make map with 5 layers that each layer is 200,200 (200,200,5) .
2.make 5 maps with 1 layer of 200x200 ({200,200,1}x5 like this) .
3. if you reccomand on other way that isn't 1 of both that i write, ill glad to hear, cos i know only this 2.
and if you can explain with some ward's what the dif between this 2 way's it will be very help.
1000x1000x1 is 1 million turfs. 200x200x5 is only 200K. You would need 25 Z levels to match the number of turfs from the larger map.

I would say use whatever size fits your needs.
In response to Lummox JR
first thnx for the fast answer,
Lummox JR wrote:
1000x1000x1 is 1 million turfs. 200x200x5 is only 200K. You would need 25 Z levels to match the number of turfs from the larger map.
i see the math, and you right ill ask it more clearly:
I would say use whatever size fits your needs.
the size that i need is 1000x1000 = 1,000,000 turf's
what is the best way to do it:
1.make map with 25 layers that each layer is 200,200 (200,200,25) 200x200=40,000 and 40,000*25=1,000,000 .
2.make 25 maps with 1 layer of 200x200 ({200,200,1}x25 like this) .
3. if you reccomand on other way that isn't 1 of both that i write, ill glad to hear, cos i know only this 2.
and if you can explain with some ward's what the dif between this 2 way's it will be very help.

and i focus on runtime thing's what will be better (less heavy to run) or myabe they are equal, what do you reccomend? and if can explain a bit about the diffrent between the optine's it will be great :-)
Best response
The number of turfs are ultimately what matter. The map editor is limited to 1,000 x 1,000 at compile time. The game engine can handle maps with larger dimensions on each axis, you just can't compile them in.

If you want a seamless world, do a single layer. If you don't need a seamless world, multiple layers is fine. Ultimately, there is no real difference between a segmented map on 25 different Z levels and a single Z level. You just need to do a bit of extra work if you want to make the single Z level map segments act like they are on separate Z levels, and a boatload of extra work if you want to make a bunch of Z levels act like a single seamless map.
In response to Ter13
i see, ok that realy answer what i ask, thnx alot :-)