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Author Topic: Another reason Badspot removed maps?  (Read 8950 times)

I was just guessing from the way you felt the need to namedrop your own maps (most of which including your name).


Thats what the maps were named. And they were intended for my server. (Back in the day when I ran a dedicated 24/7.)
Just chillax, no one has a secret agenda in this thread.

Then what is your reasoning for having terrain and interiors?
For me, it's mostly interiors. But I like the feeling of playing as a little lego person.
The bedroom was one of my favorite maps. Believe it or not.

Plus, the biggest gripe now that they're gone, is that physics vehicles don't mix well with builds.

Then what is your reasoning for having terrain and interiors?
Interiors provided a unique environment, giving you the feeling that you were lego in a normal world. It was cool to be in the bedroom because it felt like you were actually a toy in a bedroom. Building the bedroom out of bricks does not convery this same feel, because you see the studs and the brick side textures.

You cannot replicate the bedroom well with bricks, and large scale interior replicas "would only look worse with our current shading system." this is an interior. Notice the indoor shading, notice how it isn't two-toned? See how the light bounces and it looks like the room was well lit?

Now this is an interior replica. It's two tone, you can clearly see the build lines, and looks no where near as good. There is no indoor shading, and looks terrible running shaders on max, in fact, it looks better with them OFF (aka, the v20 version looks better than the v21 version)!

Terrain provided an efficient way to play large scale maps. You could load up a terrain of massive size that would outperform any brick build of the same size. It was easy to set up a quick game, get people to join, and have fun with other players. Running a huge brick map on a toaster would lag, but it would perform well on a terrain map. Talk about optimization, taking the scale of 256,000 bricks and compacting it into 1, efficient, object!

If you put two seconds of effort into designing a terrain map it might turn out decent.
As opposed to putting two hours into a brick map. Terrain provided a large scale playing field for the average guy to enjoy. He didn't have to slave away to get large scale fun.

Terrain was easy to edit, with terraforming tools allowing you to make a large scale map easily. Building a large scale brick map is completely "unoptimized".

Terrain floats, it's just a warped, subdivided plane. This allows for it to perform fast, while conveying the image that it's actually land. However, brick terrain needs support underneath. This causes a serious waste of bricks making a patchy mess underneath to keep up the terrain. You could overwrite it and make the bricks float, but then you lose support for building on them because if you use the hammer on something you placed on it, it doesn't work (would chain kill the terrain bricks) and if you use the wand, it would chain kill the terrain bricks.

Terrain bricks suck. They overwrite the water and zone layer, seriously limiting potential. Zones, water, and terrain bricks all share the same layer, making it really annoying to build.

Terrain collision is superior to brick collision. If you are trying to be efficient and OPTIMIZE your map using large cubes for terrain, vehicles can fly/drive right through them.

You could ski on terrain. On bricks, you hit awkward angles, fall through the bricks, or just don't move at all.

Terrain loaded incredibly fast. You didn't have to sit and ghost, and you could jump right into the action.

I am not for terrain, I am for the functions and efficiency of terrain. I want a brick terraform editor. To make a large scale brick map, I had to use a generator and a script to allow floating bricks, yet it's still almost over the brickcount. This is what it looks like. As a mapper, you know that this is probably the most efficient way to make brick terrain. it replicates the efficiency of game terrain, while using bricks. The problem is that, even though it is efficient brick-count wise (not really, just in comparison to other methods), the game doesn't support it well at all.

You cannot build on it, like i said. Hammer doesn't work, because it chain kills the "terrain". Wand does the same. It's a pain when people fall through it, it's a pain to ghost, it's a pain to save. it's a pain to load. All around, the game doesn't support large scale stuff like this very well. Terrain did it much better, and for a fraction of the cost.

It's disgraceful how they were simply cut out and no alternative was provided. It's not wishing for terrain back, it's wishing for new efficient features to replace the old efficient features that were removed.

Heedicalking, I'll make this short for you:  Play/make a different game if you want terrain so badly.  Blockland isn't made for you to do your stuffty dogfight servers with.  In fact, just about nothing in the game is designed for that.  The map system wasn't even very good to start with, it was designed in the early 2000s for the purposes of a very very different game.  The reason I said that interiors would look worse under the current shading system is because of what you pointed out.  I doubt the lightmapping system is very compatible with the new shader system, and it's probably so built into OpenGL 1.1 fixed function systems that it would not even be worth the time to salvage.

Stop being so goddamned entitled.  There are a total of two people programming this game.  They made a whole new loving renderer for you.  They have no reason to develop a whole new feature because one random forget on the internet wants it.  They would probably rather spend the time working on adding features to make the game not look like stuff.  the old features were not efficient (at least not in the way you mean), I don't know why you think this.  The guys making tribes weren't thinking of how the system will work in 2013, they were thinking of what it was in 2001.  Blockland shouldn't have to be stuck in the game features from Tribes because you want it.

Heedicalking, I'll make this short for you:  Play/make a different game if you want terrain so badly.  Blockland isn't made for you to do your stuffty dogfight servers with.  In fact, just about nothing in the game is designed for that.  The map system wasn't even very good to start with, it was designed in the early 2000s for the purposes of a very very different game.  The reason I said that interiors would look worse under the current shading system is because of what you pointed out.  I doubt the lightmapping system is very compatible with the new shader system, and it's probably so built into OpenGL 1.1 fixed function systems that it would not even be worth the time to salvage.

Stop being so goddamned entitled.  There are a total of two people programming this game.  They made a whole new loving renderer for you.  They have no reason to develop a whole new feature because one random forget on the internet wants it.  They would probably rather spend the time working on adding features to make the game not look like stuff.  the old features were not efficient (at least not in the way you mean), I don't know why you think this.  The guys making tribes weren't thinking of how the system will work in 2013, they were thinking of what it was in 2001.  Blockland shouldn't have to be stuck in the game features from Tribes because you want it.
This is about Blockland not Tribes or any other game, stop being a close-minded jackass that has the ego equal to that of a god. We posted our opinions, you posted yours, and then you bashed ours. You instigated this fight knowing full well that it is not an easy one. Heed has clearly stated that there are up and downs about v21 while you constantly bash every aspect of pre-v21, saying that every feature is complete stuff. For those of us who don't have parents that gift god computers, shaders have been a huge disappointment, as we were told that you didn't need an amazing 2000$ computer to run shaders, we were told that we could run shaders fine if we run Blockland fine. The engine that this game runs on does not support this kind of dynamic shadows at all. In order to get good performance the game would need to run on a game engine that didn't come out for the year 2000. For someone who used to make awesome maps for this game, you have turned out to be a real jackass as time passed.

Heedicalking, I'll make this short for you:  Play/make a different game if you want terrain so badly.  Blockland isn't made for you to do your stuffty dogfight servers with.  In fact, just about nothing in the game is designed for that.  The map system wasn't even very good to start with, it was designed in the early 2000s for the purposes of a very very different game.  The reason I said that interiors would look worse under the current shading system is because of what you pointed out.  I doubt the lightmapping system is very compatible with the new shader system, and it's probably so built into OpenGL 1.1 fixed function systems that it would not even be worth the time to salvage.

Stop being so goddamned entitled.  There are a total of two people programming this game.  They made a whole new loving renderer for you.  They have no reason to develop a whole new feature because one random forget on the internet wants it.  They would probably rather spend the time working on adding features to make the game not look like stuff.  the old features were not efficient (at least not in the way you mean), I don't know why you think this.  The guys making tribes weren't thinking of how the system will work in 2013, they were thinking of what it was in 2001.  Blockland shouldn't have to be stuck in the game features from Tribes because you want it.
If you actually could comprehend what I wrote, I was suggesting features to improve upon the game. Everything I said was to benefit the game and make it easier and more efficient. Your narrow minded thinking is just irritating. You're limiting the potential of the features I listed to dogfight servers, and dismissing the entire suggestion list as something that would benefit "one random forget on the internet". I don't care about the old map system, I don't care about what terrain did in 2001. I care about why it was good for this game and what we should do to improve what we have. The things I listed would help EVERYONE who plays blockland, regardless of whether or not they care about interiors or terrain. This isn't about "playing a different game", it's about improving upon what's wrong with this game.

I'm going to spell out exactly how these things relate to THIS game since you seem to think I only care about dogfights and empty space.

Terrain was easy to edit, with terraforming tools allowing you to make a large scale map easily. Building a large scale brick map is completely "unoptimized".
This is a problem with THIS game. Having to waste time hand editing terrain is archaic and stupid. There should be a terraform editor for bricks. This would improve build time and encourage people to use bricks. It would speed up the building process and allow for some sweet looking landscapes. Bricks support caves and tunnels and stuff, and fine detail can be applied after the rough editing has been done through terraforming. This has NOTHING to do with an early 2000 system or anything like that. This has NOTHING to do with what the tribes developers were thinking. This is a feature to improve the EFFICIENCY of building in THIS game.
brick terrain needs support underneath. This causes a serious waste of bricks making a patchy mess underneath to keep up the terrain. You could overwrite it and make the bricks float, but then you lose support for building on them because if you use the hammer on something you placed on it, it doesn't work (would chain kill the terrain bricks) and if you use the wand, it would chain kill the terrain bricks.
This is a problem with THIS game. Brick terrain is a serious waster of bricks and could be seriously "optimized" if it was supported better. The need for supports underneath the brick terrain is a hassle for builders. If bricks had a floating "terrain mode", people could build cube landscapes with much less bricks, increasing performance across all machines and allowing for bricks to be used elsewhere. This ISN'T a suggestion to bring back 2000 terrain, it's a suggestion to IMPROVE upon what the game currently has.
Terrain bricks suck. They overwrite the water and zone layer, seriously limiting potential. Zones, water, and terrain bricks all share the same layer, making it really annoying to build.
This is a problem with THIS game. This seriously limits building options, even outside of brick terrain. Zones, modter, and water bricks should NOT share the same building layer. It limits possibilities of zones in water, or lakes in modter. These layers should be split. You can't build a "safe zone" on modter, because modter overwrites the zone layer. This has NOTHING to do with any other game other than BLOCKLAND. This is a suggestion to improve upon the game, and has nothing to do with me wanting dogfights or a tribes map system.
Terrain collision is superior to brick collision. If you are trying to be efficient and OPTIMIZE your map using large cubes for terrain, vehicles can fly/drive right through them.
This is a problem with THIS game. You can drive right through cube bricks. That is a huge exploit and has NOTHING to do with Tribes.
You could ski on terrain. On bricks, you hit awkward angles, fall through the bricks, or just don't move at all.
You could ski on terrain. On bricks, you hit awkward angles, fall through the bricks, or just don't move at all.
This is a problem with THIS game. Why are the skis there if they can't be used well. Again, goes back to vehicle/brick physics needing to be fixed.
Terrain loaded incredibly fast. You didn't have to sit and ghost, and you could jump right into the action.
This is a problem with THIS game. Loading large builds is a problem. The old terrain system did it much better, there was no need to sit and wait to load the map.

Get your head out of your ass, stop reading one line of my post. These issues are NOT limited to "stuffty dogfight servers". I am suggesting things to improve the game without compromise. I am suggesting things to make the game more efficient. I am listing why terrain was more efficient than bricks, then explaining what exactly is wrong with the brick counterpart. These are issues that need to be addressed, and these are issues that were fueled by the removal of terrain. These are not "game features from Tribes", these are problems with the game.

Come back when you step up your game and want to address individual points and expand upon what you say. Right now you're just kinda... low tier.

Quote from: Marcem
Why do you want interiors and terrain?
Quote from: heedicalking
Here is a very extensive and thorough list addressing your question.
Quote from: Marcem
Yeah well forget you.
:cookieMonster:


I would never have expected to see "anti-terrain fundamentalists"...

This is about Blockland not Tribes or any other game, stop being a close-minded jackass that has the ego equal to that of a god. We posted our opinions, you posted yours, and then you bashed ours. You instigated this fight knowing full well that it is not an easy one. Heed has clearly stated that there are up and downs about v21 while you constantly bash every aspect of pre-v21, saying that every feature is complete stuff. For those of us who don't have parents that gift god computers, shaders have been a huge disappointment, as we were told that you didn't need an amazing 2000$ computer to run shaders, we were told that we could run shaders fine if we run Blockland fine. The engine that this game runs on does not support this kind of dynamic shadows at all. In order to get good performance the game would need to run on a game engine that didn't come out for the year 2000. For someone who used to make awesome maps for this game, you have turned out to be a real jackass as time passed.
You're calling me the jackass?  You just essentially called me an entitled child because I own a nicer computer (that I bought myself) that my parents bought for me (what?).  Skyrim is about as resource intense as this game, and it can be played on a $400 computer.  The engine does in fact support shaders, they rewrote the entire renderer to support it.  If your computer doesn't support OpenGL 2.0 (which came out in 2004) that is your problem.  The engine is actually really good for its intended purpose at this moment: Rendering tons upon tons of static shapes that cannot be traditionally culled.  This involved removing legacy features.

These are issues that need to be addressed, and these are issues that were fueled by the removal of terrain. These are not "game features from Tribes", these are problems with the game.
Read this sentence once.  It's so loving dumb I cannot comprehend it.  How is something an issue with a game that's not in it?!

And to avoid the wall of text and also appease your need for me to verbosely acknowledge every one of those 10 points,

Skis still work on ramp bricks, you know.  Actually, I was in a clan dedicated to building ramps for the skis for a while.  They still work.

Having floating bricks will not improve performance, supporting terrain bricks will most likely automatically be culled if you are using cube bricks.

Yes, you can drive through bricks, so why don't we spend this time improving the vehicle physics and not adding an entire new terrain system?

Come back when you step up your game and want to address individual points and expand upon what you say. Right now you're just kinda... low tier.
EPIC ARGUEMENT XD!!!!!11

Why are you trying to use the word "efficient" against me so much?  Are you trying to say that I was wrong in saying that the old terrain system wasn't efficient?  Because I mean performance.

Lastly, bitching at badspot that his update sucked and requesting him to put features back in isn't a suggestion. 
« Last Edit: October 04, 2013, 09:25:19 PM by Marcem »

-snip- 

Good lord, shut up already. Take it to PMs if you have to, but you're sounding like a complete starfish who wants to extend the fight until one side says "Fine, you're the best. Now shut up." Please, just stop. Be adults here.

Good lord, shut up already. Take it to PMs if you have to, but you're sounding like a complete starfish who wants to extend the fight until one side says "Fine, you're the best. Now shut up." Please, just stop. Be adults here.
this

so much this

Good lord, shut up already. Take it to PMs if you have to, but you're sounding like a complete starfish who wants to extend the fight until one side says "Fine, you're the best. Now shut up." Please, just stop. Be adults here.

He's not going to stop until someone drama's him.

Good lord, shut up already. Take it to PMs if you have to, but you're sounding like a complete starfish who wants to extend the fight until one side says "Fine, you're the best. Now shut up." Please, just stop. Be adults here.
Yeah, let's stop discussing on a forum.  No more communication on this internet forum.  Why the hell does everyone say this when there's an argument.  This is what the thing was built for.

Also some perspective:  Testing with the latest block party save, looking at every single brick in fixed function mode I had 20 fps, and switching to minimum shader mode got me 19 fps.  A. that's amazing.  That's over 100,000 visible objects running there.  B. Also it runs about the same speed when shaders are enabled, so no one ever lied about the game running slower.  (Setting shaders to max got me 11 fps, which is still pretty incredible)

Yeah, let's stop discussing on a forum.  No more communication on this internet forum.  Why the hell does everyone say this when there's an argument.  This is what the thing was built for.
he's just sayin to take it to pms instead of spreading your special brand of crap/drama into the cleanfloor/general discussion