^ Same, I thought it was common sense lol. Great post but some pictures pictures would help reinforce some of the techniques alot.
I didn't know it reduced frame rate, that would explain why some of the maps i play are very laggy even though we had a good connection
ummm.... Debo37's Nooks n' Crannies.... i dont think so. try mitona's, Mr McHaggis1's, and Debo37's map Nooks n' Crannies
I think the subject of frame rate needs more discussion. Being blamed for lag just because your map has [too much!?] interlocking is a scary thought, but no one has tested for a basis of just what is too much. One factor would obviously be the number of items on the map. That is why Bungie made the item limit in the first place, but that has nothing to do with merging. I have a theory that merge related lag correlates to high object surface areas fighting for a confined space. - but this is only apparent in movable objects. Example: Stick a wooden pallet up against a wall using a receiver node, and set the pallet to auto-respawn. Start repeatedly blowing up the pallet and the compacting chunks of wood will cause a super-lag, but only for a moment after you stop barraging the pile. Has anyone else found evidence like this in immovable objects?
You can have a lot of interlocking with little to no lag. It can create problems sometimes if there is to much stuff together in one place, fighting to be the object and texture there, as you walk by, the frame rate slows. Merging or interlocking movable objects can create lag faster. Additionally, making a pile of trip mines, or debris, or anything movable can also create lag. Going over the item limit or budget limit will usually not create lag, so long as everything is spread out fairly well, and the amount of movable objects and equipment are limited. Under the pic it mentions that the map is Project Z, which has been featured on the site, go to featured maps and download it.
Another REALLY useful technique is to use guides. Say you want to interlock two boxes, place a wall or box alongside them and set one to not spawn at start. Place a wall or fence wall along the side you wish to interlock. Place another wall against that one and pull the first away, then slide the box that you want to interlock up against the second wall, remove the walls and force spawn the other box. This can be done with pretty much any immovable object and makes for ultra accurate interlocking. An addition bit of useful information, if you place a bridge on a box that is laying on it's side (Not front, back, top or bottom) the bridge should be exactly level with any upside-down box of the same hieght.
when i made my map Power Lines, on competitive maps, i figured out another way on my own to merge double walls into the ground. first thing i would do is put down an imovable object or as many as you want and put the double wall on top so that its at an angle towards the ground. then i would put another imovable object on top of the double wall on the part thats already on an imovable object. then i put a door on the part of the double wall thats touching the floor. Then pick up the double wall as you would if you were merging a box. it should sink into the ground.
This is sorta helpful not really ground breaking but i am going to use respawn points from now on (duh i feel so stupid). The dumster thing is a bit confusing pics would be nice. Im still glad u posted this i think its worthy of postitude.
Also, if you want to know how to make another level on your map and make it smooth and straight. You could try laying down a bow (each bow would represent a different level) and place a wall on top of it. Then place another box right next to the box you've already placed. This allows you to line up your walls/bridges/fence walls better. Then set the box the represents the level to NOT be placed at start and set the desired time limit (45 seconds usually works best for this). Then when you restart the round, take another wall the place it under the wall that you previously set upon the top of the box that hasn't spawned yet. Line the walls up, save and quit, and then when you come back delete the box and delete the wall that is on top of the box. This is a good way to make your second/third/fourth whatever level the same height as a box. So now you can place walls and boxes at the same level. This makes smooth interface from walking onto a wall to a box, or visa versa.
how come if i merge on foundry on same thing more than twice it sinks all the way into the ground can someone please message me and tell me
hey thanks for posting this advanced merging and interlockin, those videos really helped me alot. I'll be sure to make use of that dumpster trick :]
Great information to the people that visit forgehub who dont know how to merge. You should keep posting information like this to our new members to let them know how to make a very better map with merging than without merging.
I was playing on a really cool map called Anilec, and it always gets laggy because even though there aren't many items, a bunch of boxes are merged into the ground. They are merged to the exact level of the real foundry floor. It's purely aesthetic. So even though it looks really, really cool, it's not worth it because it's too laggy to play. Even with only 2 players!