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[Discussion] Some tips to save space on mapping

PiaCRT

[i]Orange Dev[/i]
934
Posts
13
Years
Hiya, I figure since some threads like how to improve on mapping were around I'd ask and open a discussion on how you can save map space with the limit of 999 maps in RMXP.

I was thinking with Pokémon centers, you could have them on the same map, with enough space inbetween each one, and put a comment next to each center telling you which it is. You could effectively do this with Pokémarts too. Imagine, if you have 15 towns, this could save you 14 maps.

I suppose it could lag, but Essentials Anti-lag would work perfectly for this (since it doesn't load events that are not in the vicinity of the screen), and it doesn't have to be one map for all of them. You could disperse it across 3 maps and still save room. This is also assuming all map names are "Pokémon Center."

What do you think and what do you do to save map space?
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
The problem against putting all the Poké Centres in the same map is that a map takes up a particular square on the Town Map. If you look at it, you're going to see the player's head in the wrong place.

This tactic might work for all generic houses in a city, though. The example maps in Essentials have much more specific names than the official games' maps do, e.g. "Cedolan City Condo" rather than just another "Cedolan City".

There's also the possibility of a disk changer script, so you can switch between different sets of 999 maps (and thus have no limit on them). This would require changes to metadata and so forth to make the script fully compatible with Essentials, though. Maps in different disks couldn't be connected, but that wouldn't be a problem.
 

PiaCRT

[i]Orange Dev[/i]
934
Posts
13
Years
Totally forgot about flight positions. Still, I tend to put elevators on the same map as a department store, for example. It saves a map and works fine, as long as it's out of sight.
 
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