1000x1000 will be cool:-)
The problem now, that map sizes are coded as strings like “xl” in VCMI. If we to add new sizes, it either will be coding new signings, or walk to use numbers of sizes.
I mean “standart sizes” at least, like 252x252, 512x512. 1024x1024 will be cool (if computer will be fast enough and will have enough memory).
Possibility to create larger maps is definitely splendid idea, however as you guys said, creating such maps would be resource consuming. For example I managed yesterday to create some big (I mean really big) maps:
300x300 tiles (unfortunately I forgot to measure the time of generation, but it was somewhere about 10 minutes or less),
350x350 tiles - generation time for this map was 20 minutes,
400x400 tiles - here the time was little longer - 40 minutes, and finally
500x500 tiles - this map generating was really time consuming - 2 hours 10 minutes.
Did you modified sources (or changed size of map in EXE by hex-editor?
Can you share also modified EXE?
I will play and try to create RMG template for big sizes of maps
Well, every time when I created random map I had to have precompiled binaries, because option to change random map size to any you want to generate in runtime is not implemented yet. I just had to change the two lines in lib\rmg\CMapGenOptions.cpp:
Fortunately there already was a clue left, so I could use it. If you want to create such a big maps then I think it will be better if you would try to do it yourself, because you would work on already fixed sizes of RGM, as it is on the code showed above.