I nearly ended the roads I've created from scratch and when I looked back at the beginning there was missing doodads. I am curious if there is a maximum number of doodads.
If you mean maximum amount of any doodads you can place in your map, well there is none. You can add how many doodads you want but it will have performance problems.
There is a limit, but it's nothing anyone will reach. Iirc it was something like 20.000 doodads, if not higher.
Try selecting the open spots to see if the doodads are really not there at all, it might be a graphical bug. Or try restarting the editor if you haven't done so yet.
Related - At what point has anyone noticed performance problems with doodads? I suppose it also has to do with the amount of units and other things in the game, but how many doodads would be acceptable for a map that may have several hundred units on the map at any given time?
Doodad cap is when the players comp turns into a lump of wood due to the graphics demand. You can make ultra complex doodads by giving them attachments but those have a lower max cap because of increased graphics resource demand.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I nearly ended the roads I've created from scratch and when I looked back at the beginning there was missing doodads. I am curious if there is a maximum number of doodads.
If you mean maximum amount of any doodads you can place in your map, well there is none. You can add how many doodads you want but it will have performance problems.
+Ark+
@TheHolyArk: Go
I'm using about 3 ground decals and 2 ground props for a square-tall road. Just weird that I must have missed those spots.
@TheHolyArk: Go
Just found out I had about 5,000 doodads for my old roads. Now it's about 1,000.
There is a limit, but it's nothing anyone will reach. Iirc it was something like 20.000 doodads, if not higher.
Try selecting the open spots to see if the doodads are really not there at all, it might be a graphical bug. Or try restarting the editor if you haven't done so yet.
@Mozared: Go
Related - At what point has anyone noticed performance problems with doodads? I suppose it also has to do with the amount of units and other things in the game, but how many doodads would be acceptable for a map that may have several hundred units on the map at any given time?
I believe the limit of doodads is relative to the map's size.
I don't have any particulars on it, so don't quote me.
Doodad cap is when the players comp turns into a lump of wood due to the graphics demand. You can make ultra complex doodads by giving them attachments but those have a lower max cap because of increased graphics resource demand.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I have lowered the number of doodads by about half. The ground props have started disappearing again for some odd reason.
Just highlighted all my doodad for my roads and there is about 9,500.
See if it lags on your PC? Ground props and decals don't take up a lot of loading power.