That’s a little more complicate than it sounds. The two databases for the two maps weren’t designed to talk to each other. The mod that allows transfer and the online interface that FC made (that didn’t exactly work 100% of the time) use some shenanigans to do it.

The safest way is the the third method, which is to do it manually by using a SQL editor and drawing the character file from one map and inserting it into the other. This is kinda how the FC method worked. But to avoid duplicate characters on different servers they would auto delete the character from the source and hold the data in limbo (their transfer service) until you entered it into a source. If that failed, the character was lost. Forever if they couldn’t recover it from the intermediary service.

The reason its safer if you do it manually is there’s no deletion from the source and if you mess something up, you can load from a backup without disrupting service for other players.

The mod does something similar, but rewrites the character upon switching maps with data from the source. This is not a simple process since it requires 3 servers. One for each map, one for the intermediary talking to the maps.

To have one server run two or more maps would require a significant amount of changes to how the maps are access and saved to. I don’t ever see that happening. We’ll see Unreal 5 before dual map servers.