Well, shihuru. Here you go. Pit Theta Rho is interlock free, while almost the same to pit Omega Beta. The weapons are different, but even if the weapons were equal, Omega Beta would be FAR superior. Put Omega Beta Pit Theta Rho
If there is a small gap or a bump, you pop up briefly as you walk or run over it. The height you rise depends on the size of the error and your speed. Grenades also get stuck in these gaps, pop up or slow down. These are serious concerns, especially for competitive maps.
Okay, now i asee what you guys mean. But how often do you see that happening? That never/ barely happen to me...
In my opinion, interlocking doesn't matter when judging map quality. Item placement is the key. On a top quality map, everything must be perfectly placed, interlocked or not. Some map designs require interlocking to achieve certain effects, like smoothness of floors/walls for grenade use on a competitive map, or creating new shapes for aesthetics, but it's not the interlocking that makes those maps top quality. It's the item placement. Not all maps need interlocking, but all top quality maps need perfect item placement. The real issues you guys are discussing are things like smooth floors/walls vs bumpy floors/walls, etc. The bar has been set high by this website. For competitive maps, smooth floors/walls are better. No argument, right? What I'm really saying is, when your map doesn't need these types of effects, you still need perfect item placement for it to be top quality.
Agreed, gameplay is King and anything that impacts on that is important, relative item placement being top of that list (pretty much the basis of a map if we want to break it down).
Yeah, thats absolutely correct. But why do so many members stress the importance of interlocking on ANY map if item placement is the key. I think that interlocking should be required for competitive & aesethetic maps ONLY. Maybe for mini games as well, but for casual maps it shouldn't.
Interlocking isn't required for any map, but no matter if its casual, aesthetic, or competitive, interlocking will undoubtedly improve the map's quality... in every case. Also shihuru, about the tiny lines of sight between walls: I was referring to when placing upright walls side by side for a normal wall, you can see between them to the other side. This ended up being the deciding factor in winning my 1v1 Showdown match on Reactor Core (because the double boxes werent interlocked). Despite my opponent crouching, I could see him coming through the boxes, anticipated him coming around the corner, and got the kill. I ended up winning by 1 in the final few seconds. Maps without interlocking might not break gameplay every time you play it, but eventually, it will.