Author Topic: How many people are interested in making maps for v21?  (Read 6345 times)

Modter bricks are some of the laggiest bricks available.
a 64x64 modter brick is as 'laggy' as a 1x1 print brick. They both use the same amount of faces and almost the same amount of memory

I agree that static maps are more versatile and visually pleasing than bricks, but for consistency sake using bricks is 10x better

a 64x64 modter brick is as 'laggy' as a 1x1 print brick. They both use the same amount of faces and almost the same amount of memory
Place a thousand 64x64 cubes and a thousand 1x1s, tell me which is laggier. It's not just the faces. Modter are also water bricks. Try clearing those thousand 64x64s and those 1x1s.

a 64x64 modter brick is as 'laggy' as a 1x1 print brick. They both use the same amount of faces and almost the same amount of memory

I agree that static maps are more versatile and visually pleasing than bricks, but for consistency sake using bricks is 10x better
modter also uses dts collision, so its not exactly the same as a normal brick.


Place a thousand 64x64 cubes and a thousand 1x1s, tell me which is laggier. It's not just the faces. Modter are also water bricks. Try clearing those thousand 64x64s and those 1x1s.
modter also uses dts collision, so its not exactly the same as a normal brick.
neither of those reasons are why modter is laggier.

it most likely has to do with the game creating vehicle collision zones to improve vehicle collisions against those bricks, but that's just speculation. there isnt a clear reason why vehicles collide better with modter as far as i know, but whatever it is is why modter is more laggy, especially when clearing since those zones have to be removed.

staticmaps are a cool idea but i honestly don't see them working out very well at all (as demonstrated already, honestly), original interiors worked best and staticmaps have waay to many issues
Agreed, staticmaps look sweet and I would be stoked to see some new maps made with them. But they are so much more trouble than interiors were.

Question is, how hard would it be for Badspot to actually just put maps back in the game with shaders if he wanted to? How much would performance suffer?

there isnt a clear reason why vehicles collide better with modter as far as i know, but whatever it is is why modter is more laggy, especially when clearing since those zones have to be removed.
It's clear to me.  The collision zones for modter are static shapes(or something similar) scaled to 1 1 1.  That gives pretty good collision.
imo, If badspot would automatically rescale brick collision shapes to "0.5 0.5 0.5" like I've been doing with my stuff, collision for bricks could get much better.

Question is, how hard would it be for Badspot to actually just put maps back in the game with shaders if he wanted to? How much would performance suffer?
it would probably take months for him to re-implement them and there's literally no good reason to do so besides "I want map backs!!!!!!!"

it would probably take months for him to re-implement them and there's literally no good reason to do so besides "I want map backs!!!!!!!"

It would be nice to have terrain again at least.  The known methods we'd have to use right now are horribly inefficient.

use the modter terrain generator

its what we got sucko

Terrain was better off gone. Any mapmaker can assure you that it was a huge pain in the ass to work with and would frequently glitch and turn the entire terrain purple. It was painstakingly difficult to make maps perfect and took a lot of time and dedication. The same dedication and time is required with using modter, but it's not painful anymore.

Badspot had a good reason to remove it. Your reasons for wanting it back do not outweigh the reasons why they were removed. It's like begging for the mini-nuke just because 'it was fun to use' when in reality it completely broke the rocket launcher and caused problems.

If you still want to make static maps, go ahead and do it. They do look kinda fun to work with but in reality it's going to be shooting yourself in the foot. I'd only suggest using static maps to make projects that cannot be achieved through modter, such as the planets map
« Last Edit: April 15, 2017, 12:58:28 PM by PhantOS »

phanto were you even here for maps

they were a massive part of bl that made it feel unique and fun literally just to derp around. compared to bricks they were less laggy and more interactive, with maps like max's house and kitchen able to provide entertainment purely through exploring rather than requiring hundreds of thousands of bricks to create and enjoy

badspot doesn't need defending on this topic. none of the old maps that were any good can be efficiently or feasibility be recreated with modter without massive quality sacrifices made. the difference between mapmaking and building is like coding and eventing: a lot of things are possible using existing events, but the truly massive and reliable and impressive projects almost require coding knowledge. mapmaking wasnt easy, but it allowed for far more accessible environments than bricks could ever provide
« Last Edit: April 15, 2017, 01:23:47 PM by Conan »

i was here since 2009 so i saw all the maps. I used to make maps myself and it hurt

im not defending badspot, i just thoroughly believe that maps were useless besides 'it looks good' and 'gsf easter eggs' now that we have modter. maybe i'm being overly cynical but i find the limitation to be relaxing and make people focus more on the building aspect

im not stopping anyone from downloading an older version of blockland and making maps or making static maps. i just personally don't see the importance of it.

I don't miss terrain honestly but I miss interiors a lot. Interiors had great vehicle physics and I always felt designing them in torque constructor was more intuitive than sculpting terrain in mission editor. The best ones were templates that sparked creativity instead of pre-made builds anyways..