# Terrain Size best practices and some sizing questions

Hello,

I am currently making a terrain/map and I am aiming at having the map around 80 km squared. I had originally placed multiple terrains of 20,000 by 20,000. After doing some research into height maps and so on I saw that unity usually places terrains at a default of 2000 by 2000.

I understand scaling and I am working on the premise of 1 unity unit = 1 meter. To achieve this, by my wonky maths I would need around 40 x 2000 by 2000 tiles to make a map of 80 Km squared. I am grouping these to an empty game object to keep it neat. I know that I don’t want much bigger due to floating point errors.

As I keep adding these tiles I am thinking ‘is this the best way to be doing this?’ and spent some time researching to no conclusive answer.

I am making one large height-map in an external art program and then slicing that up and refining the individual height-maps before importing. I am going to use stitchscape to sort out the seams. But I am now realizing how long doing this all 40 times may take. I am happy to do so if that’s the answer but I would like some advice.

My questions are really, is it okay to use terrains with a terrain width and length of 20,000? Or is it better to have 40 x 2000 by 2000 tiles and use those? Are there any best practices I should look at or know in this instance?

I aim for the game to be open world, I don’t need very high resolution because the art style I’d like works around that and there’s no very fast method of travel that I have planned yet. I’d really appreciate any advice.