: I'd have to go measure, but Marathon's max map size is tiny compared to
: Doom's. A Marathon world unit is roughly equivalent to 64 doom map units.
: Doom maps can be 65535 map units cubed, which is ~1024 marathon world
: units cubed. Marathon maps, horizontally can be 64x64 world units. Height
: wise, marathon can only accomodate 18 total world units of verticality. In
: doom units, this is roughly 4096x4096x1152.
: I just measured Doom 1 E1M1 (which isn't a particularly large level), and it
: came out to ~4700 map units at it's greatest width. Divided by 64 to get
: our marathon units, you get something like 73 world units and some change.
: Someone on Pfhorums a few years ago seems to have gotten it scrunched into
: the grid somehow (I think they may have calculated the scale differently
: and rotated the map), but again: E1M1 is not a particularly large level;
: many other maps are significantly larger. So, no, you wouldn't be able to
: port most of doom's maps without significant redesign to A1, since the map
: size is significantly smaller.
Oh yeah, I forgot about that. Even in Aleph One which removed the 1024 sectors limitation, it's still too fucking small going by the grid size in Weland's Draw Mode. I was hoping the drawing space would be expanded to Microsoft Excel size to allow for more complex levels & justify fixing the sector limit but no.
I think the WADs (for want of a better name for the map file than scenario or SceA) that take advantage of the comparative polygonal freedom to Forge/Vulcan 2 like Eternal and Rubicon only do so by exploiting 5D space a lot.
Is the Doom map size the GZ Doom one or the vanilla id tech 1 limit from the DOS era?