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How big can a map be?

Kani

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I have noticed many custom ot maps aren't usually that big and spawns are cramped up. So I was wondering if it is due to the mappers being lazy/time restricted or does hosting a server with a large map get laggy or expensive?

Can anyone give their thoughts? Thanks
 
I have noticed many custom ot maps aren't usually that big and spawns are cramped up. So I was wondering if it is due to the mappers being lazy/time restricted or does hosting a server with a large map get laggy or expensive?

Can anyone give their thoughts? Thanks

Mapping spawns can easily get extremely boring unless you have the motivation and the ideas for it then and there and thats most likely why 99% of the time you see that a server has a spawn thats very easily made.
Its not them being lazy all of the time, its lacking motivation and ideas to map spawns.

Maps start with 2000x2000 but you can up your map size to 32000x40000~ i believe so theres no way that you will make such a big map unless you map for 2 years straight hehe
 
I understand lack of motivation & inspiration, but what about the limitations of a server running smoothly with a big, robust map? Does it really matter?
 
I understand lack of motivation & inspiration, but what about the limitations of a server running smoothly with a big, robust map? Does it really matter?
Sure it matters, how high can you count before you get tired, as MatheusMkalo said its max is 65535x65535, 16 layers, if you generate a map that has these dimensions in the x & y the game will lag even if u have 1 tile on the map if you don't have sufficient memory or cpu power... and we aren't even taking script execution into consideration.

Because the server just doesn't jump to the position per say, those empty tiles are still counted.
 
I understand lack of motivation & inspiration, but what about the limitations of a server running smoothly with a big, robust map? Does it really matter?

There's a hard limit, like @MatheusMkalo noted, and there's a resource limit.
A realmap takes up about 3-4GB because it isn't streamed, it's fully loaded into memory.
The scaling is pretty linear so that should give you a good idea. Also take into account connections cost memory.
You'll want extra memory to handle these connections as well as database caching and anything else.
Luckily for you memory is cheap nowadays, go max out your RAM.
 
I design areas that promote interaction between players - this often means that areas are smaller and closer together. I try to keep everything accessible from the main town - you should be able to go pretty much anywhere without having to lose PZ-lock first!
Personally I dislike huge spawns where you can rake in the EXP while spamming potions and GFB's. When Cipsoft first started introducing these type of spawns into Tibia we referred to them as OT spawns (because they were awful, just like the mapping and spawns of most OT's).

All my opinion of course
 
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