Boche Posted February 24, 2011 Share Posted February 24, 2011 Hey there ive been working on a couple of scenarios that take place in the same map, but sometimes I make the map bigger and add new areas etc etc ive come to a situation where the map is vertically 1637m, I want to add atleast 800 meters more downwards and remove some at the top... but ive come to a situation where it reached about 1850 (changes) downwards and it wont let me add any more distance... has anyone encountered this before?? Cheers! 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted February 25, 2011 Share Posted February 25, 2011 No, although there is definitely both an upper and lower limit on both map total area and x,y dimensions. Try creating a blank map and trying to do the same thing you're trying now. See if the same thing happens. 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted February 25, 2011 Share Posted February 25, 2011 I have encountered this before, doing the same thing as you are doing, a "base"map, where I add area to one direction, or both. In general there seems to be a limit how far toward one side or the other you can go, meaning if it is 1600 N to S..there comes a limit where you are stopped if you just keep adding N, and you must add some S then. And speaking of giant maps LLF, Finally sent you the AAR on yours, sorry it took so long, just a million things going on right now. 0 Quote Link to comment Share on other sites More sharing options...
Boche Posted February 25, 2011 Author Share Posted February 25, 2011 hmmm seems im going to have to scrap the base map for this one the strange thing is it changes sometimes its 100 metres sometimes 500, dont know. anyway I shall experiment a bit more 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted February 25, 2011 Share Posted February 25, 2011 I recall that maps have an 'origo' or middle point of sorts, and you can extend them 2000m in each direction of that, so that maximum is 4km x 4km. But you cannot move the map border more than 2km from that 'origo', even if you remove areas from the other direction. So when working on big maps it's always a good idea to extend your map borders evenly to every direction so that you will have room for expansion later on. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted February 25, 2011 Share Posted February 25, 2011 I vaguely recall that in CM1 the power of your computer may limit map size. When I got a more powerful computer it seemed like my maps were able to be bigger. Same in CM2?? But, I may simply be getting Alzeimers. 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted February 25, 2011 Share Posted February 25, 2011 It might be Herr Doktor Alzheimer, or (most likely) it could be just a matter of mixed memories of CMBO and CMBB. The maximum map sizes were increased between the CMx1 titles. 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted February 25, 2011 Share Posted February 25, 2011 The map is set in the middle - so you have limited ranges either side i.e. top and bottom; both sides. Sounds like you have maxed out one side. You should find you can extend it the other way. FWIW I have a 4km x 4km map which is currently a WIP. I can play on it but I'm having to watch how many units I can place on it. Superb to see armour duking it out at 3km! 0 Quote Link to comment Share on other sites More sharing options...
Boche Posted February 25, 2011 Author Share Posted February 25, 2011 hmmm fair enough, seems im going to have to work it out and create another map the thing is George MC that the map is supposed to clear open south wise so going up doesnt really work anyway thanks for the information guys! 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 25, 2011 Share Posted February 25, 2011 Yeah, what they said. Here's something to think about: I _think_ that flavor objects are placed, not on the tile like terrain or buildings, but based on their relative location to the origin (X,Y=0,0) at the bottom left of the map. Here's an example. Place a lamp at the side of a street intersection. Say it's located 1200m up and 500m over. That means the streetlamp is located at 500,1200. Later, you decide the map is too small. You add 500 meters to the bottom. The street intersection moves up 500 meters, as does all the terrain you see on the map editor. However, that streetlamp is STILL located at 500,1200. You end up with the DESIRED location being at 500,1700 (The original 500,1200+500), but the ACTUAL location stays at 500,1200. The moral of the story? If you add, or THINK you MAY add to the map, BEFORE you do ANYTHING, extend the map to the left and down as MUCH as you can. Then you can subtract off the top or right to reduce it. Then again, everything I just wrote might be wrong. But that's what I remember and that's how I do it. (This is for flavor objects and possibly labels.) Ken 0 Quote Link to comment Share on other sites More sharing options...
astano Posted February 25, 2011 Share Posted February 25, 2011 I have seen the above with labels as well as units placed on the map. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted February 26, 2011 Share Posted February 26, 2011 I've also noticed that when you delete sections of map with lots of doodads on it, the file size doesn't seem to shrink noticeably. Seems like the map "remembers" sections that once existed even if there's no method to get them back once deleted. So when I make smaller "carve out" submaps based on Ramadi, I go through and delete everything on the deleted sections first prior to removing the squares themselves. 0 Quote Link to comment Share on other sites More sharing options...
Boche Posted February 26, 2011 Author Share Posted February 26, 2011 I've also noticed that when you delete sections of map with lots of doodads on it, the file size doesn't seem to shrink noticeably. Seems like the map "remembers" sections that once existed even if there's no method to get them back once deleted. So when I make smaller "carve out" submaps based on Ramadi, I go through and delete everything on the deleted sections first prior to removing the squares themselves. hm interesting, I do have sections of the map that have things on them that are cut off ill try deleting them see if it changed anything! thanks for the idea and the help guys! 0 Quote Link to comment Share on other sites More sharing options...
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