@Malachite Man, you can use Shift + Z to temporarily make the active viewport take up the whole thing, and Shift Z again to set it back to the 4 viewports when you're done!
I didn't even know that, i usually just drag and drop it. Nice to know!
@Malachite Man, you can use Shift + Z to temporarily make the active viewport take up the whole thing, and Shift Z again to set it back to the 4 viewports when you're done!
i don't get why you are all disagreeing the original maker of the post found it funny
Because the post added nothing of value to the thread and you could just as easily have rated the post 'funny' instead... totally intended for that to rhymei don't get why you are all disagreeing the original maker of the post found it funny
i don't get why you are all disagreeing the original maker of the post found it funny
grid snapped to 13 cuz why the heck not
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actually, this might be useful in a little amount of cases, setting grid to 10-base, but it still divides/multiplies by 2
might have a sightline issue with that open point yeah.
The holes are actually stairways to the lower basement area under the point. I have no idea if they will work in gameplay but it felt like a neat idea.I don't think it will be too bad! It's not a very long distance and you can still take some cover while capturing the point. The holes in the floor will make dodging difficult, though (in fact, I don't know if I agree with that design choice).
And yeah, detailing gets me back into the mapping mood, too : )
This is not at all how much you should detail things before you test them.
That is a very inviting place to fight to the death.