I remember seeing a thread hee saying that you can't use Coliseum walls as floors. If this is the case, could someone tell me how to keep them from moving around. The map I'm working on really needs then so help would be greatly appreciated.
They look pretty trashy when you do use them so if its possible, avoid it But if you have no other choice, forge alone and use coordinates the whole time. Right before you start the game, if you grab each one of them then let go, they should all go back to the correct location.
Supposedly, rotating by only the z-coordinates (roll) the direction loss is reduced. A better option is using 5x5 flats but those won't give you a's much surface area.
I don't think they look trashy. My opinion they work just fine. However if you want to make the map fit a specific style and the coliseum walls just aren't what you are looking for then by all means use 4x4 flat blocks and 5x5 flat blocks for your flooring.
On the contary i love coliseuim walls. Must say i havent had halo for long and only used to play it before at my mates. But the only game i have been playing since i got is halo reach and that means alot of time in forge. I havent really made any fantastic maps altho is there one coming so watch out for that. Colisuem walls feature in my maps and there made to look good. And i did make a small map which featured coliseum walls very heavily. If you phase them you get a good floor and they are very handy to put your own design on the floor.
The coliseum walls as floors aren't exactly even. In fact they are off by tenths of degrees, and while that may not seem like much it creates bumps when walking over them (even when placed together almost to the point of z-fighting). Take for example coliseum wall A and B placed side by side to make a floor: AB At the top of this alignment floor A may be a little bit higher than floor B. But at the bottom of this alignment floor B is higher than floor A. Compound this with many more floor pieces put together (like in the map I'm making) things tend to snowball when trying to align everything up.
I've covered this issue before in a different thread... Basically, the width of collesium walls are inbetween coordinate locations. So when you adjust it by 0.1, the width of the wall is sat somewhere inbetween coordinates 0.1 and 0.2. If you've got that locked to a 90 degree axis, the wall shifts upon exiting the game when all coordinates are stored. Because it's locked to the axis, the wall has to shift to fit in with the lock. All wall collesiums shift by the exact same rotation. Guide to wall collesium flooring
Yea the wire frame isn't perfect of coliseum walls or brace larges for that matter. All the objects could be off by a few tenths of a degree, but the shift is only noticeable in longer objects. Besides, I personally wouldn't use coliseum walls as flooring. They're ugly and uninviting for play space.