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I'm building a large map 200x200 with lots of different elevations and bridges which will be walked on and under.
I do NOT want criticisms for using large maps, I consider myself a decent mapper and my maps are extremely detailed and well planned out.

I've done this so far by:
> Variable (Player Elevation) that changes up or down when the player moves over steps on the map.
> Variable controls Elevation switches (if Elevation Variable = 1, then Elevation Switch #1 on, all other elevation switches off). This is done via a parallel process common event.
> On the editor, each under/over tile is a 2 page event (if elevation = players elevation then event appears under character, if elevation doesn't = players elevation, event appears above player)
> Barrier tiles created next to these events which change from under player to same as player to prevent walking through and onto cliffs.
> Graphics do not change, just passability and priority.

Now for clarity, this DOES work. However it is VERY event heavy takes up 99% of available on map events.
Is there any way to use common events or scripts to do the same and make it less laggy?

I don't particularly want to separate into smaller maps, however am willing if there is no other way as a last resort

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