How would that work exactly? Would that also cut the poly's that're outside of the map's playable space as well as the merged polys? How would the Engine determine playable space? My idea is to let forgers place volumes over geometry that cuts into said geometry, simplifying the poly count and allowing forger control over what's cut. Of course this wouldn't replace the idea of merged polys being cut, but this could help cut tunnels through larger pieces for additional options for each object. Say that you just want the top of a decorative object: set the cut out channel separate from all other objects and set a volume with the same channel. Versatile and effective.