So, I love UO as many of the old-timers like myself have loved this alluring vixen in the past. I know the size of the map in total tiles was: 6144 x 4096 tiles that were segmented into 8x8 cubes for optimized rendering. This was a pretty standard 2d map that had a lowest level terrain mesh, which then used a lookup to place the objects from a second mesh onto the appropriate cube. However, what I’m after is relative size. Assuming I have the starting Top-Down example, how big would I have to make the terrain in ue4 to be the correct scale to recreate the uosprite:world size?
Just fudging around with some calculations based off of reported observations. One person reported traveling from tip to tip in the UO map in 2 hours on horseback. Now, I’m not sure what the speed variable was here, but if we use real life averages of a horses distances covered per hour that would be (on the low end) 20 by 20 miles, assuming a square grid. UO was not square, but that’s rendering 400 square miles of terrain. Seems high.