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Originally Posted by Projectshifter
For external levels using a gmap I don't think requires the use of level links, and then for internal levels you can always use an NPC for level links (I've never been fond of using the premade links anyway).
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If everyone could define how the default classes would behave, then I'm sure everyone would use them.
If your server runs on scripted systems, then you have a lot more control over how you can interpret the behavior of default classes. In particular level links and signs.
To interpret letters.png for signs, etc, you would need to be able to access the rgba of a pixel from an image at a specified coordinate. (I've suggested this without response). The lack of clientside access to signs means that you can't unlag them. However, if you could simply detect the sign and interpret letters.png, you could add some transition effects to the loading of the sign while waiting for the string to return from the server (probably .2 sec at most, avg .1).
Links are similar to signs, but they put you in a new level.
The easiest default class to reinterpret would probably be chests. It doesn't matter what the chest contents are as long as you can interpret them and know when the chest switches from closed to open.
The hardest default class to interpret: BADDIES... what a pain in the neck.