Author Topic: Blockland - What's Changed, and My Thoughts  (Read 8030 times)

I used to be one of map defenders until I realized the reasons why the maps had to go.
Ah yes, Maps had to go so we could get lackluster jagged half-assed shadows and shaders that no one uses.

I understand perfectly now.

Ah yes, Maps had to go so we could get lackluster jagged half-assed shadows and shaders that no one uses.

I understand perfectly now.
damn someone had a bad day at school didn't he

Ah yes, Maps had to go so we could get lackluster jagged half-assed shadows and shaders that no one uses.

I understand perfectly now.
did you read my perfectly acceptable reasons or are you just plain dumb

Ah yes, Maps had to go so we could get lackluster jagged half-assed shadows and shaders that no one uses.

I understand perfectly now.
you should try sounding more pretentious

did you read my perfectly acceptable reasons or are you just plain dumb
it's not about outstanding graphics, it's about how outdated they were. If maps had stayed, a majority of new players would constantly complain about how ugly and awful maps are and how they should be removed/upgraded to a new engine. I would assume most people running Blockland nowadays can run shaders. it's not 2010, the standard graphics card today should be able to run Blockland's shadows. Maps were also a loving nightmare to build on. I'm not sure a lot of people remember, but more than half of maps were not flat for the most part and were impossible to build on. Maps were cool to explore and all, but the main point of Blockland is building. People who wanted to build would usually use Slate / Adjustable Slate, so it's not like maps were the backbone of the entire game.
Tell me why the oh so ugly maps had to go for this

Man, look at those smooth edges!

Also the question I should be asking is did you read my points I made?
« Last Edit: October 29, 2016, 11:25:16 PM by Master Matthew² »

Tell me why the oh so ugly maps had to go for this

Man, look at those smooth edges!
question, are you actually blind
« Last Edit: October 29, 2016, 11:37:42 PM by Drydess »

Examples from the announcement thread


kinda unrelated but has anyone tried to reproduce these images since soft shadow shaders with certain values are close but not exactly for the first one especially

and as for how sharp default shaders can be
https://forum.blockland.us/index.php?topic=299519.msg9142727#msg9142727
so yeah shaders are far from perfect but i'll say the change was worth it
v20 is also still out there to download and even play on multiplayer if you really want to enjoy maps again

Tell me why the oh so ugly maps had to go for this
-snip-
Man, look at those smooth edges!
question, are you actually blind
Does this look smooth to you?


That's about as loving smooth as sandpaper.
And yet we got rid of the oh so hideous maps for this?


question, are you actually blind

Does this look smooth to you?


That's about as loving smooth as sandpaper.
And yet we got rid of the oh so hideous maps for this?
holy forget, are you incapable of reading the post sitting a whopping half a page above you, ignoring the fact that freek had already given a different but still just as valid answer to your thrice restated point

at this point i'm fairly convinced you're trolling so i'm not going to build onto this
« Last Edit: October 29, 2016, 11:41:25 PM by Drydess »

they honestly don't look that bad. plus there's several soft-shader mods if you really need your specific fix of SPECTACULAR shadows for your lego sandbox game. has it ever occurred to you that a majority of the things in this game are loving square? it doesn't really matter if the shadows are a bit jagged, the whole game is jagged.

also if you're going to say that it shouldn't need to have a mod that makes it look better it should be in the real game then the same logic should apply for every brick pack and weapon pack and practically every single decent add-on ever made

and as for how sharp default shaders can be
https://forum.blockland.us/index.php?topic=299519.msg9142727#msg9142727
don't use this specific post as an example because zeblote turned his draw distance down to 0 to get a shadow that quality most likely
« Last Edit: October 29, 2016, 11:47:11 PM by Gytyyhgfffff »

holy forget, are you incapable of reading the post sitting a whopping half a page above you, ignoring the fact that freek had already given a different but still just as valid answer to your thrice restated point

at this point i'm fairly convinced you're trolling so i'm not going to build onto this

I'm pretty sure people just read the first three words of any given post I make then start slamming down on the damn keyboard, because I have made plenty of counter arguements to freeks points, even prior to when he made them.
sure it looked nice, but trying to do this on an old engine like the torque engine was a catastrophe waiting to happen.

On top of that, even if you got the highest settings working at a decent frame rate, even if you could see the shaders and shadows, they look like stuff, and the only way to fix this is to use modified shader files that tax your computer's resources even more.

Removing features is never a good thing, and your entire 'well maps look ugly' arguement flies right out the window because the shadows look like stuff, and B. The game is over 10 years old, the engine is older than that, I don't I know why anyone expected triple A quality from an indie game made in 2007.

If people wanted a HD Next Gen game, I have no loving Idea why blockland would be anywhere near that list.

Blockland is an Indie game.


badspot's argument was that he didn't want his game to look like a 2000 bargain bin game and the maps certainly made it look like one. adding shaders that can look amazing if you know what you're doing was definitely the way to go for accomplishing that task.