fortunatlly i don't have, yet, memory problems
i just wanted to know how u manage so many levels
Well actually it is not hard to manage this if all level are correctly grouped. And they are not all complete levels.Granamir wrote:Ty.
fortunatlly i don't have, yet, memory problems
i just wanted to know how u manage so many levels(...and how u did them, i'm at 14 and i'm tired)

I don't know, there is always crazy players like meTHOM wrote:...and who you are going to expect to play through that?
I don't understand how it's possible to have this problem in Grimrock 2? Levels' coordinates are independent of their level number, so moving the coordinates around shouldn't require changing any teleporters. The only way you'd need to change the order of levels in the editor for gameplay purposes is if you need them to initialize in a specific order or something.bongobeat wrote:The real problem I encounter sometime, is for some reason, I had to insert a level between other, but I can't because I have teleporters on some levels or I'd have to reconfigure all teleporters.
I ran in to this early on and realized very quickly that if I want to add new Maps, it is better to Right Click on the very last level in the Game Editor, and add it there. It doesn't matter if this new level is listed last in the Game Editor, it has no impact on how it ends up on the map. Add new levels at the end, and simply adjust the X/Y/Z coordinates to place it where you want to.bongobeat wrote:The real problem I encounter sometime, is for some reason, I had to insert a level between other, but I can't because I have teleporters on some levels or I'd have to reconfigure all teleporters.
True, I wrote this wrong.minmay wrote:I don't understand how it's possible to have this problem in Grimrock 2? Levels' coordinates are independent of their level number, so moving the coordinates around shouldn't require changing any teleporters. The only way you'd need to change the order of levels in the editor for gameplay purposes is if you need them to initialize in a specific order or something.bongobeat wrote:The real problem I encounter sometime, is for some reason, I had to insert a level between other, but I can't because I have teleporters on some levels or I'd have to reconfigure all teleporters.
Hard to say at this moment. You like or you don't like. It's a mix of open world like morrowind, with dm world. I may not even publish it, actually this is not what I want.Komag wrote:I like the idea of a big world, but I don't like the idea of a boring sparse world that's really only big for the sake of being big. All these levels, I can't help but worry about quality being low - what are you doing to avoid that?
actually what I'm doing, is alway arrange levels and new levels next to contiguous levels, with correct XYZ coordinates, except if there is teleporters like said upper.Azel wrote:I ran in to this early on and realized very quickly that if I want to add new Maps, it is better to Right Click on the very last level in the Game Editor, and add it there. It doesn't matter if this new level is listed last in the Game Editor, it has no impact on how it ends up on the map. Add new levels at the end, and simply adjust the X/Y/Z coordinates to place it where you want to.bongobeat wrote:The real problem I encounter sometime, is for some reason, I had to insert a level between other, but I can't because I have teleporters on some levels or I'd have to reconfigure all teleporters.
So for example, if you have 10 levels in your Mod, and all the Teleporters from Map 2 have targets on Map 3. Then you want to add a level "between" Map 2 and Map 3; you do not have to literally add it between them on the Editor. If you try to do that, then the Teleporters on Map 2 will need to be reconfigured. Instead, this new Level (call it Map 11) simply needs to have its X/Y/Z coodinates adjusted so that when the game is played, it ends up between Map 2 and Map 3.
Hope that makes sense
But you don't need to do this! You don't need to insert new levels in the middle; you can just put them at the end and adjust the levels' world coordinates.bongobeat wrote:True, I wrote this wrong.minmay wrote:I don't understand how it's possible to have this problem in Grimrock 2? Levels' coordinates are independent of their level number, so moving the coordinates around shouldn't require changing any teleporters. The only way you'd need to change the order of levels in the editor for gameplay purposes is if you need them to initialize in a specific order or something.bongobeat wrote:The real problem I encounter sometime, is for some reason, I had to insert a level between other, but I can't because I have teleporters on some levels or I'd have to reconfigure all teleporters.
I mean if you set a teleport that brings you into another level.
I always notice, that the teleport, let's say, if the teleport is on the 4th level and it teleports you in the 5th level: then if I insert a new level, which become the 5th, the teleport now teleports you to this level, this is normal, because it's a teleport which bring you out of the current level. <-- I had to reconfigure these teleports only.