I'm making a map, two bases and a center base, and I have come across a rather annoying problem. The way the center base had to be made was to merge pieces into eachother, but as a result they create a center that isn't on the grid. I want to make a ramp up so that the lowered center can join the bases on the edges of the map; but in order for the asthetics to flow I had to keep the ramps off the grid too. So what I'm asking is: What would be the best way to mask something that is off center/off the coordinate grid, so that it seamlessly forges back into the normal map design?
Fix the center base so that it's centered. Don't make a map that is not as perfect as it can be. Also, it helps if you plan out your map before you construct it.
I know, I planned it out, the center is centered, but the very very center is off the grid. The blocks themselves are on the grid, just the way they merge to make the middle base look pleasing has caused them to meet in the VERY center of the map.
I just made one, it's hard to explain unless you see it. The vertical line is the center, everything around it is on the grid, but the center is NOT. So the ramps placed off the grid look centered and equally spaced from the Columns they are next to, but I can't connect it to the walkways which I plan for later, without looking awkward.
****ing brilliant, I really don't know why I didn't think of that, especially because I've done similar things before.
Or alternatively just free merge it like you'd have to do in halo 3 anyway? :S Just because the edit coordinates thing is there and locks pieces to a grid doesnt mean you HAVE to use it all the time :/
People sometimes do forget this. Gyroscope in my sig required mostly freehand merging as the angle the pieces were on did not allow them to align using the coordinate grid.
I'm guilty of that :embarassed: I have started going back to "free merging" though, I'll get the first piece done with coordinate editing and then only adjust the Z axis for all pieces joined to it, its much easier doing that when you need to work at an angle.