Timbones wrote:Thing is, do levels actually have any purpose? They might be used for rendering overlapping roads in the client, but they don't influence routing. When there's a fat purple line on top of the map, the levels aren't visible anyway.
In the jumbles that I have worked on, I have been careful to set relative levels as correctly as I can determine. So, at least in those locations, the ability to view just a cross-section of those levels would accomplish exactly what I need.
Hiding levels won't be possible, as the tiles are drawn on the server.
I realize that they can't be hidden entirely, but they could be subtly de-emphasized visually; maybe slightly greyed-out. It actually wouldn't be bad to know where they are; the big deal would be to get the editor to ignore them when selecting, or adjusting geometry.
In some places, there are so many segments in close proximity that anything you try to move will snap to everything in sight, and even selecting a segment through the tangle of other roads is a challenge--again, unless you zoom in to a microscopic level, then zoom back out for some perspective, then zoom back in to make a geometry change, then zoom back for the big picture again, etc...