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Forum - feedback
sprites
page: 1
can i use the 250 max sprites?
don't know where did i read it was a bad idea that hurts gameplay (or units movement)

ok now, i placed 473 doodads and 0 sprites.
but it sayd i have 372 sprites.
i do the "select all" + delete thing but nothing happens.

that's why i can't place any more sprites :(
modified by Testbug
2007, 08, 16 07:42
well too many spites is bad cuz missiles etc are all sprites. sometimes it can cause some units to not shoot if i remember correctly. Why would you need that many doodads or sprites anyway? not really necessary.

What could cause extra sprites are the tops of trees as they are sprites (the branches etc).

Making a UMS map? lawl
2007, 08, 16 07:55
Doodads like trees use sprites. Have to delete them in order to make sprites like neutrals and spells. If you have 250 sprite max, you can make more doodads which use sprites, but if you have 250 max sprites you cannot make neutrals or spells.

If you're at 250/250 sprites, the units' sprite effects are NOT effected. After 250? I don't know. My basis on this? I maxed sprites on a map and made valks, which could shoot fine. End of story :)

A need for that many doodads probably comes from too much raised jungle use, those doodads being necessary to fill tank holes =/ You could try using mineral blocks or tile editing instead to reduce the need of so many doodads if this is the case.
2007, 08, 16 08:27
i think the sprite bug appear around 16.000 which is hardly ever reached and makes the 250 "missing" sprites neglectable.

the spritebug usually only turns up in 6+ player games with many (i.e. maxsupply) ranged units on several players. the issue where this comes up most is on fastest maps, on standard lowcashmaps, esp. with only 4 players or less, this wont appear.

only exception: masses of valkyries. each of their rocket is made out of several sprites, and they normally shoot many missiles at once. in a large group of attacking valks, you will have some valks NOT shooting due to the sprite limit.
but even in 4playermaps it's hardly ever seen, for you'd probably need around 12+ valks to be able to make this bug occur.
2007, 08, 16 16:43
I recently played a 3n3 on hunts (close to 0 sprites on the map); ok, I had quite a bunch of units, including a few (~6) carriers, but neither my allies nor my enemies were really high in supply. One of my enemies built valks (you may guess by now that this game was a easy win), and they were unable to shoot. So much about how the sprite limit isn't reached in a normal game... I have played 1n1s and especially 2n2s with way more units on the map.
2007, 08, 16 17:53
1. 3n3 means 6 players which fits my approach
2. carriers work similar to valks as carrier times 8interceptors times 2shots makes many sprites.
3. compared to these 16.000 (if i am not mistaken), 250 is not deceisive so you will reach the limit no matter if no sprites or 250.
4. valks just use incredible high numbers of sprites. with carriers and other stuff you may be able to see this bug with quite few valks
5. 3n3 hunts is no normal game :D
2007, 08, 16 18:54
rofl on useast it is :D
well usually on bgh now :(

phantom bgh games max the map really fast, but I've never had sprite issues. lol and usually you get like atleast 3 protoss who all go maxed carriers :D
modified by Nightmarjoo
2007, 08, 16 18:57
maplimit on fastmap is such a badass thing :(
units arent produced anymore, hatcheries make no larvae, u cant build anything (except with zerg because 1 drone = 1 building)
cannons dont shoot but goons do, i dont know why oO
reavers shoot but only until they have 0 scrabs, u cant rebuild them T_T
2007, 08, 16 19:00
Again, my hunts game certainly involved less units than I sometimes enounter in larger 2n2s. And 6 carriers are not that much.
2007, 08, 16 19:23
yeah but 1 single valkyrie is already producing MASSES of sprites. it is not like other attacks which use 2-5 sprites, every single rocket is a MASSIVE packet of sprites which alone can lead to the normally unreacheable number of sprites.
2007, 08, 16 19:29
then my endless fields make with about 450 sprites won't be playable? T_T
2007, 08, 17 06:57
I am pretty sure that SC won't let you have 450 regular (Doodad-) sprites anyway.
2007, 08, 17 12:48
lol The doodad limit is atleast over 1000 (maybe over nine thooooooooouuuuuuuusaaaaaaaaaand), sc isn't stopping him anytime soon.
2007, 08, 17 19:41
The DOODAD limit is nonexistant. You can place as many as you want. Well, once your mapfile gets larger than 4GB, Windows won't be able to handle it anymore. But other than that, there is no doodad limit.
Doodads are ignored by Starcraft, though. Staredit converts doodads into sprites and terrain. There is a list of the doodad sprites in the mapfile, and as far as I know, Staredit stops you when you want to place more than 250 or so doodads with sprites. Starcraft probably simply skips any additional doodad sprites added by another method - you may assume that SC uses a fixed-size doodad sprite table just like the unit table, so it couldn't add any more doodad sprites anyways.

Now these are mostly assumptions, but based on good reasons and quite some experience with the SC engine. And it only refers to doodad sprites.
2007, 08, 18 09:56
it does exist. it is 250.
StarCraft only shows 250 sprites.
i placed about 400 and only appeared the 1st 250

(i placed lots of trees febore and then some xel naga temples: the xel naga never appesared and some of the trees didn't have the sprite part (only the cutted trunk)

so don't place more than 250 or they won't appear.
(on my map Endless Fields there are 252 but 2 xel naga temples will dissapear on a 1v1 and the three of them on a FFA)
2007, 08, 20 03:09
[egoboost] Amazing how good I am at guessing how SC works... [/egoboost]
2007, 08, 21 19:59
I'm gonna stack 46094560940609456 doodads for a 1 gig map, brb.
2007, 08, 23 06:22
won't be able to save the mapfile
2007, 08, 23 12:44
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