Here's an example, using the map above. There is no hard and fast rule for the most efficient line length, it ultimately works out to a matter of preference, with the only guide being fewer points to calculate = better performance. Again, this is what I have been taught through my work as a conversion contractor, and the advice of the development team. In my rework of the lighting above, i have done the cavern outline in several segments rather than one continuous path. This has fewer points by a couple of orders of magnitude than a freehand line would produce, and has the additional benefit of letting me redraw a small segment rather than the whole line if I need to edit. Not as big a deal on a cavern map, but on a "dungeon" map, this could be invaluable in fixing a discovered light leak or misplaced edge. I have used a different color for each segment, for clarity. This is not recommended for an actual map.