# of locations
Feb 27 2008, 6:02 am
By: Cardanis  

Feb 27 2008, 6:02 am Cardanis Post #1



Okay, so, quick simple question, is there a limit to the number of locations allowed in a map?



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Feb 27 2008, 6:04 am Recreate Post #2



you can have up to 255 locations max, plus the anywhere location.



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Feb 27 2008, 6:05 am Matt Burch Post #3



The default limit in the normal StarEdit is 256, 0-255. One of the locations cancels out to be the "Anywhere" location. So, realistically you only get to use 255.



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Feb 27 2008, 6:22 am Cardanis Post #4



piece of. . .. gah, well, I guess it's better that I know that now than later, lol.



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Feb 27 2008, 6:35 am Ryan Post #5



You could recycle locations :P



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Feb 27 2008, 2:00 pm Falkoner Post #6



Yeah, it's quite simple to reuse most locations using the Move Location trigger, you can reuse a single location for mutiple tasks that all require a location of the same size, it's often slightly more annoying, but you can save tons of locations that way.



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Feb 28 2008, 5:41 am stickynote Post #7



Using grids will greatly reduce the amount of locations needed.



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Feb 29 2008, 5:55 am Vrael Post #8



255 is annoying, I agree. However, like these guys have said, there are numerous ways to conserve locations. For example, I made a few rp maps, and when rp's started way back in the day they typically used a location for each spawn. There are what, 160 units or something like that? I figured out a way recently to reduce it to 7 locations. If you think hard enough you can squeeze a lot in.



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Feb 29 2008, 8:59 am pneumatic Post #9



What's an RP map? I never knew the difference between an RP map and an RPG map.



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Feb 29 2008, 10:51 am NudeRaider Post #10

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

In RPG maps you have a hero and slip into his role and live through his adventures which are given by the map.

In RP maps you control a whole country, a family, one guy or whatever and create your OWN story.




Feb 29 2008, 7:06 pm Zergblender Post #11



I once met a guy who thought every tile needed a location lol.



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Mar 3 2008, 3:08 am Brontobyte Post #12



The Move Location trigger lags if it is moved over alot of units at once.



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Mar 3 2008, 4:28 am Falkoner Post #13



Uh...? What relevance does that have to the topic?



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Mar 3 2008, 5:23 am Joshgt2 Post #14



Quote from Falkoner
Uh...? What relevance does that have to the topic?
It does give some type of help to this topic. He is giving advice to conserve and reuse locations but warning of the side effects of using it too much too quickly... I don't see why your post had to be reported however...



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Mar 3 2008, 6:58 am Ryan Post #15



Quote from Vrael
I figured out a way recently to reduce it to 7 locations.

You could reduce that to one location if you used the Mind Control spawn system :P

And what Brontobyte said is twice as relevant than Zergblender's post.




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Mar 4 2008, 12:10 am Falkoner Post #16



Nonetheless, it is completely false, Tuxedo-Templar did a test with lags like this, the move location does not lag at all, only the actions taken on units it is moved to, moving a location creates a negligible amount of lag, no matter how many times it is done.



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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