Really depends.  I'm working on a huge castle map that seems to run fine 
in multiplayer (I've got a proof-of-concept Survival mode map completed 
of it).  Now, I haven't added a lot of details yet, so perhaps it will 
kill it once I do.  I've also only compiled the map with "fast" options, 
so perhaps normal/final compilation will take forever.  I will also 
concede that, as is, this map will NOT load into Half Life 2 (it has 
some t-junc errors because of the crenelations), but compiles and loads 
fine in L4D! :)  But regardless, my building this particular map is more 
of an exercise in building this particular castle than building a 
"serious" Survival map;  indeed, eventually I plan to break the castle 
up into a series of campaign maps...

But yes, I agree, normally it's better to stick to smaller maps.  But it 
/is/ possible to make very large structures/environments if one chooses 
to do so, without too much trouble.

Bob.

HoundDawg wrote:
> I have too, but they don't work out well in multiplayer.  The FPS goes 
> to hell and players really feel the lag bat constantly.  There's a 
> reason why Valve added the 3D skybox feature, to give players the 
> illusion of huge areas, without the drawbacks.
>
> HoundDawg
>
> Soda Bob Curtis wrote:
>> I've made very huge maps in Hammer with little to no problems.  Yes, 
>> the compile times are sometimes long, but it never really crashes 
>> unless there's a problem with the map.  Though, sure, sometimes I 
>> have bumped into the maximum X Y or Z parameter once it loads in HL2 
>> (or Quake or Half Life) when doing huge maps, though. :)
>>
>> Bob.
>>
>> Phillip Marshall wrote:
>>  
>>> Even if you could make an outrageously huge map, you might not 
>>> really want to.
>>>
>>> Think of it this way: If you could fit all five of Left 4 Dead's No
>>> Mercy campaign maps into one, you would have to endure five times the
>>> compile time, five times the memory load in Hammer – an application
>>> which can be unstable enough as it is, five times the loading time
>>> in-game, five times time the memory load in-game to the end user (who
>>> might have a minimum spec machine that you have to consider), and five
>>> times the server load on a multiplayer map. This isn’t even
>>> considering that some aspects of this (like compile time maybe, I
>>> don't know for sure) might multiply exponentially with size. So
>>> basically, if you were to attempt to create anything up to Valve's
>>> professional standards (think of Half-Life 2's levels that wind around
>>> each other and overlap - Ravenholm for example - all the while
>>> including tons of detail and gameplay), you are honestly better off
>>> making a series of small, detail rich maps than making giant ones that
>>> hold everything at once.
>>>
>>> Then again, you could be wanting to make giant open maps just to screw
>>> around and play in (like flatgrass in Garry’s Mod), which would be
>>> fine depending on what you want to put in the map. Just consider this
>>> before rushing off to make the Left 4 Dead equivalent of the Empire
>>> State Building.
>>>
>>> Maybe I should actually help answer the question:
>>> I would imagine the absolute maximum size of any brush or level would
>>> be the bounding box of the 2d views in hammer - if you zoom out all
>>> the way, the grid only goes so far. I don’t know if you can draw
>>> outside of those though, I’ve never tried.
>>>
>>> Thanks for listening to me ramble, I guess. Good luck on your map,
>>> whatever it may turn out to be.
>>>
>>> Phillip Marshall
>>> AKA wizpig64
>>>
>>> On Wed, May 27, 2009 at 11:43 PM, Alex Guichet <[email protected]> 
>>> wrote:
>>>       
>
>

-- 
Bob Curtis
http://www.sodabob.com/

"The powers delegated by the proposed Constitution to the federal government, 
are few and defined. Those which are to remain in the State governments are 
numerous and indefinite. The former will be exercised principally on external 
objects, as war, peace, negotiation, and foreign commerce..."

   -- James Madison, Federalist No. 45

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