MapleStory Quest

How many monsters can a map hold?

Mob spawning

Spawn points, how many monsters a map keeps alive for one player, what more players add, and how fast it refills.
About this page

The formulas were reverse engineered from the Public Release client by the players credited on each section, and published on the OSMS data explorer. The numbers they run on here (skill levels, monster stats, map footholds) come out of the client’s own data files, read by this site’s extractor.

Where the release changed something Closed Online Test 2 did, both are shown. Older versions of the game worked differently again, so a number remembered from somewhere else may not apply.

Spawn points and capacity

People mix these two up all the time. The research and the in-game counts behind this chapter are the OSMS data explorer’s; the map numbers are read out of the release client by this site.

Two different numbers

Verified
Spawn points and mob capacity
What it is
Spawn pointsPlaces in the map file where one kind of monster can appear. The counts on the map and monster pages are these.
Mob capacityHow many monsters the map keeps alive at once, every kind together. It comes from the size of the map.

Dangerous Croko I has 54 spawn points and holds 40 monsters for one player. Jr. Necki has 27 of those points, which does not mean 27 Jr. Neckis: the 40 are shared out between every kind on the map.

It is the usual case. 180 of the 196 release maps with monsters have more spawn points than they hold.

Solo mob capacity

1Mob capacity for one player

Verified
W = xmax − xmin − 40
H = ymax − ymin + 330

M = clamp(floor(max(W, 800) × max(H − 450, 600) × mobRate / 128000), 1, 40)
  • xmin, xmax, ymin and ymax are the ends of the map’s floor segments, flat and sloped. Walls are skipped (see below).
  • mobRate is the map’s own multiplier, 1 unless the map sets one. Release maps run from ×0.4 to ×1.9.
  • 40 is the ceiling, and 10 maps reach it. A tiny map still counts as 800 × 600, so nothing holds fewer than 3 at a rate of 1.

Try itAny release map

40

monsters for one player

54 spawn points for 40 monsters.

Spawn points
54
With a cooldown
0
mobRate
×1
Dangerous Croko I, the whole map
Ends of the floors Spawn point (54)

The sum

W = 1,833 − (−1,752) − 40 = 3,545
H = 179 − (−1,446) + 330 = 1,955

max(W, 800) = 3,545
max(H − 450, 600) = 1,505
3,545 × 1,505 × 1 / 128,000 = 41.68
floor → 41, clamped to 1–40 → 40

Spawn points by monster

  • Jr. Necki×27
  • Ligator×14
  • Slime×7
  • Croco×6

W, H, mobRate and the points are read out of the release client’s map files by npm run data:spawns. The dots are the spawn positions the map pages use.

Try itEvery map, by what it holds

196 release maps with spawn points
Release maps by mob capacity
MapHoldsPointsW × HmobRateWork it out
L Forest III40833,548 × 2,070×1
East Domain of Perion40712,256 × 3,600×1
The Forest North of Ellinia40692,061 × 6,637×1
3-Way Road-Split40685,078 × 2,280×1
Ant Tunnel Park40583,920 × 2,201×0.8
Dangerous Croko I40543,545 × 1,955×1
The Tunnel That Lost Light I40522,930 × 4,359×0.8
Coconut Harvest4042,364 × 2,779×1.2
B1 <Area 1>4034,570 × 2,910×1
Coconut Harvest4032,364 × 2,779×1.2
West Domain of Perion39653,246 × 2,010×1
The Forest South of Ellinia39633,303 × 2,614×0.7
Swampy Land in a Deep Forest38501,736 × 3,255×1
The Forest of Patience <Step 4>38181,906 × 2,070×1.6
B3 <Area 1>3841,420 × 3,930×1

Why the walls are left out

2Only floors count

Verified

A foothold where x1 = x2 is a wall. Walls at the edge of a platform often hang down past the lowest floor, and counting them would make the map look taller than anywhere a monster can stand. The client skips them, and the counts in game agree.

Kerning City Middle Forest III: from the floors, H is 1,770 and the map holds 31. With the walls H would be 1,915 and it would hold 35. On 146 of the 196 maps, counting the walls would change the answer.

Sunset Sky settles it: one player there counted 19 monsters. The floors give 19; with the walls it would be 23.

More players, more monsters

3The player bonus

Unverified

More players on a map means more monsters; that part is certain. The formula is a fit to three counts taken with a crowd on Sunset Sky, and nobody knows where it stops. The counts put its solo capacity at 19, and the formula above gives 19 from its footholds.

Target = M + floor(0.75 × max(P − 5, 0))

M = solo capacity
P = players on the map
Monsters counted with players on the map, against the fit
PlayersCountedFit, M = 19
11919
8 ± 12120–22
11 ± 12222–24
21 ± 13130–31

Try itPlayers on the map

The map

24

monsters with 12 players on the map

Unverified: fitted to three counts on one map. No cap is known.

Extra over M
+5
First extra at
7 players
Per extra player
0.75

Count a map full of AFK players without anyone killing, and @ohmi on the Classic World Discord wants the number.

How a map refills

4The map timer and the spawn points

Partly verified
The two timers
TimerWhat it does
Map timer, about 7 sHow often the map tops itself up.
Spawn point cooldown (mobTime)How long one point waits before it can be used again.

A refill needs three things: the timer is ready, the map is under its target, and there is a free point. Each free point adds at most one monster per refill.

When a spawn point is free
PointFree when
No cooldown (mobTime 0)On the next refill, unless a monster is within 100 px of it. The same point can spawn again and again.
Cooldown (mobTime above 0)mobTime seconds after the monster it spawned is killed. The clock only starts at the kill.
2 / 2 monstersIron HogIron Hog pointSlimeSlime point

Both points are full. The Iron Hog’s point has a cooldown; the Slime’s has none.

Map timer
7.0 s
Iron Hog point, 10 s cooldown
Taken by its Iron Hog
Slime point, no cooldown
Blocked: its Slime is on it
The loop starts just after a refill, on a map with room to spawn. The 7 s timer is the measured one; the 10 s cooldown is an example picked to fit.

A full map keeps the timer ready. Kill one monster on a full map and its replacement can show up almost at once. That refill starts the timer again, and point cooldowns still apply.

Cooldowns are rare: 341 of the release’s 7,648 spawn points have one, on 53 maps. They run from 1 second to 3 hours.

Spawn point cooldowns in the release
mobTimePointsMapsWho
1 s10313Iron Hog, Super Ribbon Pig, Super Jr. Necki and 5 more
10 s112Cold Eye
20 s53Stone Golem, Red Drake, Cold Eye
30 s275Stone Golem, Red Drake, Taurospear and 1 more
40 s22Stone Golem, Red Drake
50 s11Red Drake
60 s (1 min)8310Lupin, Malady, Red Drake and 2 more
120 s (2 min)214Wild Kargo, Tauromacis, Taurospear
180 s (3 min)2511Fairy 2, Fairy 4, Fairy 3 and 3 more
300 s (5 min)3712Lupin, Jr. Boogie 1, Jr. Boogie 2 and 2 more
600 s (10 min)145Iron Hog, Blue Mushroom, Jr. Boogie 1 and 1 more
1,800 s (30 min)32Fairy 4, Jr. Boogie 2
3,600 s (1 h)77Mano, Iron Hog, Mushmom and 4 more
10,800 s (3 h)22Jr. Boogie 1, Jr. Balrog
  • The 7 s timer comes from one timing test. The exact timer and the point rules are still being checked, which is why this is partly verified.