This is my first post, but I've been lurking ForgeHub for awhile. Long enough to know that interlocking is a necessary feature of any "acceptable" map, and that maps without sufficient interlocking will be derided and ignored most of the time. This happens mainly because non-interlocked maps are bumpy and ugly. Second-floor objects tilt at odd angles, walls have unavoidable gaps, and the floors are riddled with little "bunny hops" as you run over the seams between panels. Unacceptable flaws, I agree. The first map I made had all of these problems, enough so that I had to recreate it from scratch once I honed my interlocking skills. But it's not perfect. For instance, one section of the map (a platform of double boxes) could not be merged without distorting the design of the map and ruining what I had in mind. I did remedy it somewhat, though, by turning the double boxes upside-down -- the flatter surfaces on the bottom make for a more even and level platform and allow them to be placed closer together. There are still very small bumps when you cross the line between two boxes, but it is very slight, much less noticeable than in the original right-side-up version. It still worried me, though. I thought that people would dismiss my map for having a non-interlocked section, no matter how small the bumps were. But then I noticed something: the rest of the map had bumps, too. Even the interlocked parts. I tested this out, merging one double box with another on the ground floor, their tops perfectly level. Even with the two surfaces at exactly the same height and angle, there was still a very small bump walking from one to the other. So I wonder: is there any such thing as a bump-free map? Is there some trick to making things so even that they form a single, level surface? Or are these tiny bumps unavoidable? It would be nice if they were. The bumps between the double-box platform I mentioned are just as small as the bumps on the perfectly interlocked parts of the map, and I wouldn't want to interlock that platform and ruin my design if it wouldn't reduce these bumps any. Oh, and for those who would say that bumps are bad because they interfere with grenades, don't bother. I've playtested the map and not a single grenade has been caught or deflected by the seams, much less fallen into them. I look forward to hearing your thoughts on this...
Hmmm... I don't know how to solve it, but I have a similar problem... I really would like to know the answer.
I don't think it's possible. All the interlocked stuff I've made and played has had tiny little bumps.
You can interlock at the same pixel height, which results in the surface texture shifting between objects as you move your perspective, and that is effectively bump free. Grenades hitting the seam don't flick off but they do slow down and alter their trajectory downwards ever so slightly. As for forging it I'm not sure what to say other than that objects can rise off the ground ever so slightly which interferes with levelling them perfectly, and that you need to push them at the right angle to minimise that. Can't explain much better than that - you have to feel it, so to speak. Takes time and experience. Nice first post btw, +rep.
lolfail. there is no such thing as a perfect interlock, not even shock here can make it perfect, but as long as it minimises the bump, i'm happy, as are most of the other hub members.
THere is no way to make a bump free forged map. THe only thing I could suggest to get rid of bumps is to turn it into a ramp, thus eliminating the feeling of bumps.
Well, that's a relief. The surfaces I have so far should be alright as-is, then. I've reproduced that flickering effect you're talking about, and I think it did have a small bump. Frankly, I wouldn't use that technique even if it were bump-free since it's so distracting. Much obliged.
Well the thing is, forging is an art form that takes a while to get. The interlocking is a main skill that takes patience. But interlocking can't go to a perfect level. I have noticed there are time where you will place a box on the ground, and for whatever reason, it is not touching the ground fully. This happens to me rarely, but I can imagine this happens all the time, but on a far less scale down to a couple pixels or less. This is virtually unavoidable.
I disagree, interlocking can be incredibly important for gameplay. Not 100% of the time, but certainly most of the time.
for example interlocking: removes the annoying little jump between boxes allows smoother, almost perfect grenade bouncing allows you to make unique shapes, such as hills or spheres. basically, it is equally important for aesthetics as it is for gameplay.
Personally I'm more interested in what causes the bumps. If we knew that, we'd know a lot more about straightening objects than we do now. We know that the object's visual model isn't always a perfect representation of it's hit-box: the most noticeable example is doors. Maybe it's the same case here.
I remember some time ago Shock claimed to be able to make bump free interlocks. I haven't heard any more about that though.
They arnt bump free, but they dont bump much. Im pretty confident that making 2 flat boxes that are bump free is physicly impossible. Firstly, the amount you 'bump' is random every time, so it might be flat one time over, then the next time you hit it you might go up in the air. This is true on Ivory Snak3s map, Turbine. The most efficient way of getting rid of a bump, is by not meeting 2 boxes horizontally. Instead, make angles, and curves. No will get no bump. The hardest thing to do then is levelling out the angles, because you can sometimes get a major bump then.
it is my map? does that mean i post it under my name only? in which case... WHATCHA DOIN IN MAH MAP BIZATCH?!?!? lol, just kidding, also to add to matty's statement, when creating curves, it may be fine running up it, but when coming back down there is a good chance that you will hit a tiny bump and fly the whole way down. people who can avoid this and make maps so perfect that it doesn't happen are master forgers.
I think the best you can realistically achieve is minimal bumps that don't lift you off your feet for several steps. You can get pretty accurate by placing sender nodes on top of your boxes and doing a quick grab/release and resetting the node before doing it again to get as close to the floor as you can. I'm really disappointed that you even have to sink the stairs into the floor just a little to achieve the correct height of a box so you don't fly halfway down.
I agree with squiddy, but I think that overall it is well interlocked, I personally am not going to even attempt to post any maps on here till ive got one thats been strenously tested till the point of bungie wanting the map
I always wondered why they made the stairs slightly larger ... its really odd. Guess there's a reason though. Also, i'm gonna try that Sendernode thing, to get the boxes closer to the floor ...
I somewhat agree. If it is what you had in mind for original design then it should look good. If not, say something in your posted map thread