If they meant texture size, 1500 isn't a power of 2. I guess some studios use textures that are off the power of 2 grid, like Bungie, but its kind of rare isn't it?
Also on the LDD, I see designs on what looks like grid paper, what program or document format is that? so I can duplicate my floor levels in this same manner?
Another environment piece but using a grid instead of a heightmap. I learned to do this from a Gnomon Workshop tutorial and I learned a lot. I'll be focusing on something more original in the coming days.
Even destroyed buildings can be modular. Here's some examples from art station: https://www.artstation.com/artwork/rN3g2 https://www.artstation.com/artwork/b5YkDa For a destroyed building I'd think about getting off the grid and not snapping things together. To give it that natural irregular feel. Paths and rivers should…
Most terrain is a tessellated grid controlled by a high resolution height map. Sometimes terrain is mostly procedural with a few basic textures, or a mix of both approaches. Terrain is really a completely different beast.
But many Digital Tutors Trainings are not that good, in particular the modeling one's, better learn from Peter Stammbach. https://www.youtube.com/user/stammpe2/videos?sort=da&view=0&flow=grid
You could still use a mask for the grid and bake the wires as mask on a plane aswell. Though for a tiny prop, it's probably better to go like on alec moody's example, not too much offsets.
ZacD's method is still your best bet. Either tweak some tiles after duplicating the grid, or use a Noise modifier/deformed to deform the whole thing. Which software are you using?
You can try the following: make a 128x128 checker texture. Load it in your uv editor. Pixel snap your elements (alternative option on the grid snapp button in the bottom right corner).