Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: unit amount in UMS
unit amount in UMS
Mar 27 2008, 12:36 pm
By: okeee  

Mar 28 2008, 3:04 am candle12345 Post #21



Yeah, on my computer, which can run HL2Ep2 at full specs, 1700 units lags me up. Not fun.



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Mar 28 2008, 3:18 am Brontobyte Post #22



Yeah it probley lags everyone. Im not running a monster machine, but I can handle 12 human players, online, with full vision of the map on WarCraft III. If you have ever played, you know that this is quite the feat.



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Mar 28 2008, 4:01 am okeee Post #23



Quote from Viett
http://www.staredit.net/maplantis/index.php?sid=044d65959b;wiki=164

This is a guide to detecting the map max. In my Phantom map, I triggered the map to remove larva when the map maxes, to make a little extra room for other units. I guess you can remove other useless units too, whatever you need to do to keep the map under the max.
ah yes, this may help a bit.. although i'm sure i need far more units.



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Mar 28 2008, 4:38 am Brontobyte Post #24



1700 is alot of units. Its the map max for a reason. What are you doing that you would need more then 1700 units/buildings on your map, all at once? O.o'



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Mar 28 2008, 11:37 am NudeRaider Post #25

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I'm not sure but from my experience the lag that is created near 1700 units is NOT dependent on the power of your computer or on which triggers are executed. It just ALWAYS lags when closing to the limit.
That seems like some kind of limit Blizzard built in to keep players away from the max, even though it WOULD be possible to play without lag.
Look at it this way: I can play with no problems with at least 1000 units but I only have 1,2 GHz / 384 MB RAM, so you guys with 2,4+ GHz / 1 GB RAM should theoretically be able to play lag-free with 2000+ units, right?

And Farty, there IS another limit for how many units can shoot at once. And I'm positive it's FAR LESS than 500 in a map without preplaced doodads/sprites. When I was told correctly it is 250 or 200 which is quite believable when watching the ingame behavior.




Mar 28 2008, 12:05 pm pneumatic Post #26



Aren't unit graphics/animations themselves also technically sprites?



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Mar 28 2008, 12:27 pm Falkoner Post #27



Quote
And Farty, there IS another limit for how many units can shoot at once. And I'm positive it's FAR LESS than 500 in a map without preplaced doodads/sprites. When I was told correctly it is 250 or 200 which is quite believable when watching the ingame behavior.

Farty was talking about preplaced sprites, which the limit is 499 for. I think that attack animation sprites and preplaced sprites use a different limit, although I might be wrong, I know for sure that the attack animation + preplaced sprites limit is higher than 499 though.



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Mar 28 2008, 4:28 pm NudeRaider Post #28

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from razorsnail
Aren't unit graphics/animations themselves also technically sprites?
Yes:
Quote from FaRTy1billion
The actual sprite limit in StarCraft is 2500 (anything counts as a sprite in that case.)





Mar 28 2008, 9:19 pm rockz Post #29

ᴄʜᴇᴇsᴇ ɪᴛ!

This wasn't quite as epic as I thought it would be.

(lol, it's 66.66 kb)

Attachments:
1650 Units.scm
Hits: 2 Size: 66.66kb



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 29 2008, 1:30 pm The_Underscore Post #30



There are many ums map types for which CCMU (cannot create more units) is a problem. I have an arena style map i'm making which has 855 preplaced units atm. Some maps would probably go as high as 3000 if they didnt max out.

Oh and maxed units is not going to lag even the humblest of comps, SC is now over 10 years old, by Moore's law, that'd put current computers at least 32 times faster than those when it came out.



None.

Mar 30 2008, 8:13 pm O)FaRTy1billion[MM] Post #31

👻 👾 👽 💪

Quote from Maplantis' Wiki
pre-placed*Sprite limit: 499
Staredit sprite limit: 250
Staredit unit limit: 1650
Starcraft Unit limit: 1700
Starcraft sprite limit: 2500
Starcraft image limit: 5000
Starcraft weapon limit: 100, cutoff of 80 for Valkyrie
*edited in

Units and weapons contain sprites, sprites contain images. These limits hit fast and hard (especially when modding, and especially when you are IskatuMesk. :P But that is irrelevant here.)



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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Mar 30 2008, 8:47 pm NudeRaider Post #32

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Ah, 100 is the limit for how many units can shoot at once.
Is there any way to circumvent that limit? Or give important units a higher priority?
I guess not, but what I'm asking is ideas for workarounds in a map where every player controls a hero and there are many unimportant comp units "sucking away the heroes' shots".

EDIT: wait, I'll make a new topic for that:
http://www.staredit.net/topic/2317/

Post has been edited 1 time(s), last time on Mar 30 2008, 8:55 pm by NudeRaider.




Mar 30 2008, 8:54 pm LoveLess Post #33

Let me show you how to hump without making love.

Quote from candle12345
Why you'd need over 1700 is a mystery to me.
[Lol, over 1700!!!!!!]
I needed 1700 before, because I was using not only deaths, but units for a system and I went beyond the different deaths and units, so I couldnt use the system. Too many values T_T



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