Is it me, or are the bumps you get when walking over overlapping, merged flooring much more noticeable in Halo 4 than they were in Reach? I have to get them perfectly aligned in order to get rid of it, which is made considerably more difficult by the lack of nudge, zoom, and the stupid auto-recenter thing the new Forge likes to do when you grab larger objects. Then you come back after saving it and half of em' are there again. Forge, you disappoint me more and more each day Damn you Certain Affinity, damn yous to hell.
I just remade my floors on my map, and they are fixed for the most part. A couple bumps at the end of each base and bottom mid, which I will still try to fix... Maybe just delete those walls and try again. But every other one is perfect. I saved in forge and went straight to custom game.
The problem occurs when you have multiple pieces overlapping one another. If you are able to just have a bunch of Coli Walls or whatever lined up perfectly edge-to-edge, then you're fine. However, if you overlap pieces to create specific angles or fill in a smaller area with a different piece, then your Spartan seems to get hung up on every little edge that sticks out more than .01 FUs.
to my understanding, the shifting pieces glitch has to do with having host in a forge party with more than one person. i've never experienced it while forging solo. i've also read somewhere that the glitch will sometimes appear in forge, but when you go to customs it will still be aligned right. more research must be done.
This. Don't let other people in your forge game if you're planning on saving, or if you're co-forging just make sure that the connection host is the one to save all of the changes each time.
I am aware of the coordinate issue when entering/re-entering games and how joiners can affect saves. What I'm talking about is just the way different pieces line up on the z-axis, even if they appear flush. I think I figured out my part of my issue, however. The Coli Walls in this Forge are similar to the underside of the 3x3, Short in Reach. There is this invisible surface you are walking on due to the actual thickness of the piece being greater than what the eye perceives. Ramps will look lined up to Coli Walls used as floors, but in actuality they need to be raised 0.1 units to be flush. Still, small bumps in the floors seem more noticeable to me than they did in Reach. You really have to have them lined up near perfect. Also, to beat a dead horse...you know what would make this easier and more manageable? The goddamn nudge tool and monitor zoom! **** youuuuu Certain Affinity.