No thanks. I love my world, and have no intention of ever leaving it. Why?
It's realistic. It has HUGE sprawling fields with giant forests and soft rolling hills and twisting rivers to the oceans. The mountains, yes, are small, but that is why I equip my stone brush and raise them to the heavens following the bump up to the 256 ceiling.
Also, I slowly erase much of the weird geology and meteorology as I play. Deserts shouldn't form randomly, they should be next to mountain chains, so they get moved, or more likely, erased so that my climate zones are larger than city blocks. And deserts and rain forests shouldn't be a few hundred yards apart.
Anyone who wants bizarre mountains can create them easy enough but personally I love the soft, arable, realistic terrain ripe for road building and town construction.
This is how you feel yet you are not supporting us?! This is exactly what we want minus the building the mountains and moving the deserts ourselves! We want the current terrain generator we just want the mountains to form themselves. We want height variation and a random jut in the continent every once in a while. I appreciate your input, and I agree that the realistic aspect of Minecrafts map generation can be a good thing if harnessed and used correctly.
However, at the moment, it's a bit too realistic. And Minecraft, ever since its release, never has been based solely on realism - and we don't want the change. We like the diverse randomness of 1.7 and lower, and we feel it could be implemented in some way into the new "realistic" landscapes Minecraft has.
And that's why I don't support you. I didn't think you were arguing for realistic foothills that turn into Alps or Rockies; from the video it looked like the schizophrenic floating islands and chewed up and spit out cliffs.
I would argue for "Make it MORE realistic because it's heading in the right direction but has scale issues (biomes too small and too scattered)" not "Make it more crazy and weird like it used to be!"
Well whether or not you read the entire thread or bits and pieces is your own choice. And whether or not to post after only reading bits and pieces is also your own option I did not force you to make yourself look like a fool post after not reading it all the way through I like the realistic aspect of Minecraft, but that's not all that Minecraft should become. And in no way did I mean to imply that they are headed in the right direction because in my opinion they're on a one way street to losing 75% of their player base.. but again I must emphasize that is my opinion as a lot of people seem to forget the meaning of that word.
I believe having some crazy and weird things appear in a world can be a positive thing as it adds diversity and makes maps unpredictable which can also be a fun aspect to map generation. After playing on a realistic map for so long, eventually it just starts to become boring. Whether you feel the same way or not is your, and again I emphasize this word and use it very loosely, opinion. So in a way, I guess you are right, and in a way you are wrong. We do want the realistic aspect of Minecraft but want some of the craziness implemented into it every once in a while to add that extra sense of adventure and desire to explore the undiscovered. To keep people interested and on the move.
We are all entitled to our opinion and I guess if that's how you feel that's how you feel. I cannot persuade you otherwise so let's just agree to disagree.
No thanks. I love my world, and have no intention of ever leaving it. Why?
It's realistic. It has HUGE sprawling fields with giant forests and soft rolling hills and twisting rivers to the oceans. The mountains, yes, are small....
Great. But you do realize, even after returning height variation, tree frequency, etc, you will still have the change of finding big, realistic areas of terrain? Again, we're not pushing for random hills everywhere you go, even though that might be the illusionary case for a group of seeds, but instead the chance of the terrain being THIS or THAT or even THAT, and it goes on infinitely. You will still have your "realistic" regions. However in many cases, you will have to explore for them -- exploration is something that is absent in the current gen. If every part of your world has soft hills and little to no height variation in most biomes, then repetition will occur (basically what is happening now).
So what's the point of exploring, or the existence of seeds, when nothing is unique?!
I did read the entire thread, and chose to disagree with your premise that Minecraft's terrain generation "broke" or something. Also, you misunderstood me; I meant that I feel Post-1.8 WAS the right direction. It was after 1.8 that I, for the first time, felt compelled to film a fly by of a coast line because the terrain actually looked like beautiful natural terrain.
True but I definitely think that even my Post-1.8 world has some pretty weird stuff in it (hence my comment about cleansing what craziness there is). Many of my mountain ranges have stuff like the Pre-1.8 video, albeit fewer floating islands and such. I like the rarity of rarities though; it makes them special. Anymore than what exists is too much.
I agree that it's a matter of opinion and I felt like "No, no, wait..." and voiced mine. That's a given on forums.
But let's not agree to disagree! That's boring! Screen shot contest! Actually, I'm getting close to the point where I will un-whitelist my server and post the IP for all to explore and enjoy. That should convince you too! (No upload though because it sits right around the 600 mb mark, haha).
Please refrain from posting your servers IP in this thread as it is considered advertising and will be reported - but as for the screenshot contest feel free but unfortunately I will only be able to argue what google and youtube have to offer me as I do not currently have a 1.7.3 client downloaded
EDIT -----
I also did not mean to imply that the current gen is "broken" I merely was stating that I, and many other players, are not satisfied with what the current map gen has to offer. We feel it could use tweaking and changes on a better path (in our opinions)
Great. But you do realize, even after returning height variation, tree frequency, etc, you will still have the change of finding big, realistic areas of terrain? Again, we're not pushing for random hills everywhere you go, even though that might be the illusionary case for a group of seeds, but instead the chance of the terrain being THIS or THAT or even THAT, and it goes on infinitely. You will still have your "realistic" regions. However in many cases, you will have to explore for them -- exploration is something that is absent in the current gen. If every part of your world has soft hills and little to no height variation in most biomes, then repetition will occur (basically what is happening now).
So what's the point of exploring, or the existence of seeds, when nothing is unique?!
Wasn't planning on it. I would make my own thread obviously, and this is in the future.
Anyway, it's off to Minecraft I go for a really nice of still unadulterated land I discovered a few days ago. It was just the kind of gem that made me go "OOOH" the way I think you wish you could see. I think the solution is to explore more...
Screenies coming in 10 mins or so.
We've explored enough, and it feels like I'm in one of those Flinstones running scenes. Where they keep on running but you notice that the background is repeating itself.
Wasn't planning on it. I would make my own thread obviously, and this is in the future.
Anyway, it's off to Minecraft I go for a really nice of still unadulterated land I discovered a few days ago. It was just the kind of gem that made me go "OOOH" the way I think you wish you could see. I think the solution is to explore more...
Screenies coming in 10 mins or so.
Well I have said multiple times on this thread that I feel it is very possible to get some neat land features to generate into your map. It's just not as common as it used to be, and there's only a few per map whereas before 1.8 it was more common to stumble upon such structures. So screenie if you will but the fact still remains that Minecraft map generation is not what it used to be and could still use some changes.
We've explored enough, and it feels like I'm in one of those Flinstones running scenes. Where they keep on running but you notice that the background is repeating itself.
Rofl I think this is how a lot of us feel. I would +1 you but I've reached my daily quota Tomorrow I'll be sure to save 2 for ya!
i don't understand how people think that the map gen. today is beautiful compared to the older ones ...i personally have searched the whole map on a couple different ones and all i find is the same terrain repeating itself over and over ....when i keep passing stuff i have seen before and looks identical to the last area it gets boring ...just my personal opinion ...i support my fiance's thread 100 % and hope they do something about it
the "Generator ports" allows worldgens of indev, classic alpha and beta 1.7 in the new worldgens
And changing the worldgen as we know now isn't hard. i changed a few variables in the worldgen and now it generates massive cliffs everywhere, if a randomiser could be put in the chunk gen. then every generated chunk would have random heights on every chunk. so mojang can just as easially change it back to a random insane map or atleast make it a new worldtype called "Randomised" or "Classic"
the "Generator ports" allows worldgens of indev, classic alpha and beta 1.7 in the new worldgens
And changing the worldgen as we know now isn't hard. i changed a few variables in the worldgen and now it generates massive cliffs everywhere, if a randomiser could be put in the chunk gen. then every generated chunk would have random heights on every chunk. so mojang can just as easially change it back to a random insane map or atleast make it a new worldtype called "Randomised" or "Classic"
Something like this sounds like an alternative and most likely the path Mojang would take. Having a new option in the map gen like Classic or Randomized would be perfect as it would satisfy both parties in the disagreement over map gens. As long as the "Classic" or "Randomized" map generation can be an option when creating servers as I'd personally like to enjoy playing on a server with this type of map.
Also I don't want you to be confused as this thread isn't specifically pushing for a total overhaul of bringing back pre 1.8 map generation. We just want variation in the land, similar to that of pre 1.8. We want cave systems that actually end and don't drag on from one end of the map to the other. We want caves to be rare again and something that's actually difficult and rewarding to find. We don't exactly want floating islands everywhere you look when you first load the map and sharp crazy mountains reaching toward the sky that are cut completely in half by the next chunk over. That would just be silly. We want it to still look realistic but also unique.
First of all, here is my home country. It is very flat with some rolling hills and huge forests and fields as well as cute little clearing and
On the way to show you what I was planning to, I came across this pretty little valley. Reminds me of something you'd see in New Zealand.
why becuase theres lots of sheep?
You know i dont build massive things anymore.. im trying to make a multi-home place (with a city thing, industrial area, quarry etc) but theres no point, the old random land inspired exploration and to build new random pointless cities next to them
The only reason im making multiple homes here is because im installing mods as i go, so the new ores, trees, etc worldgens appear away. atleast giving some variation
i still dont understand how they said "we removed a lot of biomes because there were too many" .. how exactly can there be too many biomes.. especially when it was the "adventure update" that was supposed to make exploring allow more discoveries
Alright. First of all, I would recommend promoting yourself under a different title. When I came to this thread, I was thinking "Seeds useless? Whoever posted this must not have any idea of how 'randomness' exists in computer science." Instead, maybe, "Find out what incredible terrain really looks like..."
Anyway, screenies. There's a story:
First of all, here is my home country. It is very flat with some rolling hills and huge forests and fields as well as cute little clearing and cozy stands of a few trees. In the distance is the east wall of my capital city.
<insert lots of pics here>
I don't mean to sound rude as you are completely entitled to your opinion but if this is the best you could come up with as proof that the terrain is unique and diverse - then your arguments are hopeless If you feel the terrain is better off realistic then so be it. That is your own opinion. The pictures you provided are nothing more then the realism that has been implemented into the current map generation: which I have stated already that I am completely for! I love the realism that Minecraft has now, I just think that it can use some diversity and variety.
I am sorry if you misunderstood the title as I even stated in the original post that the title is a bit of an over exaggeration but anyone who attended a middle school level of a grammar class would know that the title is what gets a readers attention and draws them in. My title does exactly that. Hell, it got you in didn't it? Point being: my post has valid argument and opinion in it as do many of my supporters. You may be correct in the aspect that the current map generation does frequently offer some eye candies for players to enjoy every once in a blue moon but its almost extremely rare. But if you're intentionally looking for something and are persistent about it: you are bound to find it no matter what the circumstances.
If you are looking for each and every unique land feature of every map you load in 1.2.5 you are bound to find it, but that isn't unpredictable and wild - that is something that is sought after. That is a "quest" if you will. We want what you posted in pic 3 I think it was - unique land features such as that but we want them to occur more frequently then they already do. We want to stumble upon it rather then search for it if you can understand where I'm coming from. Also it looks to me like you took all of these screenshots on a single map, yet only one is appealing. And I have also stated a couple of times that you are bound to find uniqueness in anything if you are looking for it and I'm sure 1 in every couple thousand 1.2.5 seeds could offer some neat landscapes.. but compared to pre 1.8 generation this is very rare.
EDIT -----
The reason I didn't post any 1.7 images in retaliation to your own is because the screenies you posted were not worthy of an argument as they were an inferior argument in and of themselves (In my honest opinion)
The same as you, I am entitled to my opinion. I respected your opinion although I didn't agree with it, I respected it and I expect the same in return. I never stated in any of my previous posts that the forests, plains, oceans, etc.. aren't varied enough. I think the biomes are perfectly fine they way they are, I am speaking solely of height variation and cave systems - not biomes. I simply stated the the breathtaking and appealing landscapes do not occur frequently enough to my liking as they did in pre 1.8.
Again I repeat the same argument: the title got your attention and you're in here jabbering on are you not?
And I know you are not that narrow minded that you think it isn't possible to look for unique land scapes in Minecraft? This isn't about biomes (jungles as you tried arguing) this is about height variation and how often ravines, caves, and mineshafts appear. (we'd like these to be a little less frequent as there are an over abundance of each on all 1.2.5 maps). If you go through Minecraft looking for mountainous regions or floating islands - you will find them eventually. If you look hard enough. This is only common sense. Don't be so simple minded as to just brush it away as if it's not a possibility. It is very possible.
And again I feel my mission to convinve people what a good terrain is still very effective as your pictures provided little to no evidence supporting your argument. They are pointless as are all of your arguments. Anyone could throw a lot of mumbo jumbo together and make it look like it means something, and I say this with the utmost respect So again I say: No need to show screens when none of yours are worth the effort.
I totally agree with this. Here, however, is some elaboration as to WHY all the seeds are the same:
In 1.8 and later, the seed generates the BIOMES first, and then uses a chunk of code to determine terrain for that specific biome. Since the code is the same every time it generates it, it results in every biome, and therefore every seed, looking almost exactly the same.
Here is how it should work:
The seed should generate the terrain first. Totally regardless of biome. Then, there should be a chunk of code that looks at the terrain and generates biomes according to terrain - as opposed to terrain according to biome. After all, there are only so many biomes, but the terrain combinations are endless.
Further elaboration for techies:
The seed should generate terrain and caves. Random height variation with only a very small amount of predetermined things, e.g. large height variation and some flatter spots. Also, for large areas below sea level, generate flat spots around that area.
Then, when biomes are chosen, it goes something like this:
Extreme hills and mountain biome is chosen when there are very large terrain height fluctuation above sea level.
When large flat spots are found, generate either a plains biome or desert biome. In the case that it generates a desert biome, replace dirt with sand and the first layers of stone with sandstone.
If large areas below sea level are found, ocean biomes are made and the area around it is turned into either sand, gravel, or stone (new beach).
For slightly hilly areas, either leave it be (generate lots of flowers) or generate trees on it for a forest biome.
Etc...
Then, after that, generate mushroom islands, villages, dungeons, pyramids, and ravines.
I totally agree with this. Here, however, is some elaboration as to WHY all the seeds are the same:
In 1.8 and later, the seed generates the BIOMES first, and then uses a chunk of code to determine terrain for that specific biome. Since the code is the same every time it generates it, it results in every biome, and therefore every seed, looking almost exactly the same.
Here is how it should work:
The seed should generate the terrain first. Totally regardless of biome. Then, there should be a chunk of code that looks at the terrain and generates biomes according to terrain - as opposed to terrain according to biome. After all, there are only so many biomes, but the terrain combinations are endless.
Further elaboration for techies:
The seed should generate terrain and caves. Random height variation with only a very small amount of predetermined things, e.g. large height variation and some flatter spots. Also, for large areas below sea level, generate flat spots around that area.
Then, when biomes are chosen, it goes something like this:
Extreme hills and mountain biome is chosen when there are very large terrain height fluctuation above sea level.
When large flat spots are found, generate either a plains biome or desert biome. In the case that it generates a desert biome, replace dirt with sand and the first layers of stone with sandstone.
If large areas below sea level are found, ocean biomes are made and the area around it is turned into either sand, gravel, or stone (new beach).
For slightly hilly areas, either leave it be (generate lots of flowers) or generate trees on it for a forest biome.
Etc...
Then, after that, generate mushroom islands, villages, dungeons, pyramids, and ravines.
Ok, that was off the top of my head.
Glad to finally see some positive feedback and an elaborate explanation to this seemingly endless nuisance known as 1.2.5 Minecraft Map generation! Added to support!
Fine, whatever buddy. You're the one who went through the trouble to make a topic about it. I was half hoping for you to change my mind but now you're too cool for me.
God, I would kill for just a peek at your INCREDIBLE screen shots.
No? Okay.
Well then, sir, I hope this never gets implemented since I don't agree and I also think you're a lousy debater and a poor sport. G'day.
Wow I'm all teared up to see you finally grasped the concept of an opinion It saddens me to see you depart with such a low self awareness. And I like to think of myself as not a lousy debater - rather an adult who feels he has no need to waste his time arguing with someone who offers no valid evidence to support his cause. And if you would like to see the screenshots that I debate with - please refer to the original post as video 1 offers enough screenshots to support my side.
Red's got an well informed idea. I don't know what Mojang is planning regarding the terrain generation but since they've doubled the height limit above y=0, It should be safe to assume that Mojang is planning some pretty dramatic changes of the terrain generation.
Given what I've just wrote, I do agree with Lassen. I think that the old terrain generation is really lousy compared to the new one.
The old terrain generation was just wacked and generated a near-total eyesore. Random chunks of land here and there. Patches of snow in the middle of a forest. Walls of stone, dirt and/or sand appearing right out of the ground. Without a compass, it's really easy to get lost since there's practically nothing you could use to get you're bearings (cept building a tower of cobblestone and putting torches on and around the top). You actually had a use for TNT back then cause if you needed to build something you'd have to "tame" the land.
The new terrain generation, in comparison, is brilliant and creates really beautiful scenery. Rolling hills on forests and plains. Deserts with sand dunes. Rivers crossing through dense, hilly jungles and cutting small canyons through hills. Cliffs bordering oceans, great places to watch the sunset. You can walk around the map without a compass or a map and you can find your way back with ease by remembering that river bend, that peculiar hill, the edge of that jungle, that particular sand dune or that beach, etc. You actually have great land to build stuff like towns on, no TNT required.
Then again, having written what I just wrote, I do miss that tree covered hills and those beautiful waterfalls. I detest the barren "extreme hills" and despise those gloomy swamps that I never go to or build anything on. And on some comparison, the new terrain seems rather boring compared to the old.
My point is, I think that the terrain generation has been changing in the right direction. Stating again what I wrote earlier, the height limit has changed, so one can expect dramatic changes to the terrain generation. From a certain point of view, Mojang has created a good "base" from which the terrain generation can be modified and improved. Maybe they'll bring back tree covered hills and waterfalls and this time those features may be even better that they were before. Maybe they'll make the swamp biomes more interesting. Who knows what they might add?
I'ma just keep playing and waiting cause, judging from what we have in comparison to what we had, we've got something to look forward to. I don't know about everyone else, but I appreciate what Mojang has created so far.
Red's got an well informed idea. I don't know what Mojang is planning regarding the terrain generation but since they've doubled the height limit above y=0, It should be safe to assume that Mojang is planning some pretty dramatic changes of the terrain generation.
yeh.. then were shocked to realise....dissapointment. nothing.. naught but extreme hills exclusive at 200-so mountain height
I found this site that I really thought was inspiring to me, a mountain wrapped around a valley village with a large opening into a big desert. Going to build a castle on that distant plateau.
This is how you feel yet you are not supporting us?! This is exactly what we want minus the building the mountains and moving the deserts ourselves! We want the current terrain generator we just want the mountains to form themselves. We want height variation and a random jut in the continent every once in a while. I appreciate your input, and I agree that the realistic aspect of Minecrafts map generation can be a good thing if harnessed and used correctly.
However, at the moment, it's a bit too realistic. And Minecraft, ever since its release, never has been based solely on realism - and we don't want the change. We like the diverse randomness of 1.7 and lower, and we feel it could be implemented in some way into the new "realistic" landscapes Minecraft has.
Well whether or not you read the entire thread or bits and pieces is your own choice. And whether or not to post after only reading bits and pieces is also your own option I did not force you to
make yourself look like a foolpost after not reading it all the way through I like the realistic aspect of Minecraft, but that's not all that Minecraft should become. And in no way did I mean to imply that they are headed in the right direction because in my opinion they're on a one way street to losing 75% of their player base.. but again I must emphasize that is my opinion as a lot of people seem to forget the meaning of that word.I believe having some crazy and weird things appear in a world can be a positive thing as it adds diversity and makes maps unpredictable which can also be a fun aspect to map generation. After playing on a realistic map for so long, eventually it just starts to become boring. Whether you feel the same way or not is your, and again I emphasize this word and use it very loosely, opinion. So in a way, I guess you are right, and in a way you are wrong. We do want the realistic aspect of Minecraft but want some of the craziness implemented into it every once in a while to add that extra sense of adventure and desire to explore the undiscovered. To keep people interested and on the move.
We are all entitled to our opinion and I guess if that's how you feel that's how you feel. I cannot persuade you otherwise so let's just agree to disagree.
Great. But you do realize, even after returning height variation, tree frequency, etc, you will still have the change of finding big, realistic areas of terrain? Again, we're not pushing for random hills everywhere you go, even though that might be the illusionary case for a group of seeds, but instead the chance of the terrain being THIS or THAT or even THAT, and it goes on infinitely. You will still have your "realistic" regions. However in many cases, you will have to explore for them -- exploration is something that is absent in the current gen. If every part of your world has soft hills and little to no height variation in most biomes, then repetition will occur (basically what is happening now).
So what's the point of exploring, or the existence of seeds, when nothing is unique?!
Please refrain from posting your servers IP in this thread as it is considered advertising and will be reported - but as for the screenshot contest feel free but unfortunately I will only be able to argue what google and youtube have to offer me as I do not currently have a 1.7.3 client downloaded
EDIT -----
I also did not mean to imply that the current gen is "broken" I merely was stating that I, and many other players, are not satisfied with what the current map gen has to offer. We feel it could use tweaking and changes on a better path (in our opinions)
I second this notion ^
We've explored enough, and it feels like I'm in one of those Flinstones running scenes. Where they keep on running but you notice that the background is repeating itself.
Well I have said multiple times on this thread that I feel it is very possible to get some neat land features to generate into your map. It's just not as common as it used to be, and there's only a few per map whereas before 1.8 it was more common to stumble upon such structures. So screenie if you will but the fact still remains that Minecraft map generation is not what it used to be and could still use some changes.
Rofl I think this is how a lot of us feel. I would +1 you but I've reached my daily quota Tomorrow I'll be sure to save 2 for ya!
White's a bit hard on the eyes but I love it! Works perfectly!
Off-Topic: May I ask what program you use?
And changing the worldgen as we know now isn't hard. i changed a few variables in the worldgen and now it generates massive cliffs everywhere, if a randomiser could be put in the chunk gen. then every generated chunk would have random heights on every chunk. so mojang can just as easially change it back to a random insane map or atleast make it a new worldtype called "Randomised" or "Classic"
A jungle
Plains
Desert
Swamp
Something like this sounds like an alternative and most likely the path Mojang would take. Having a new option in the map gen like Classic or Randomized would be perfect as it would satisfy both parties in the disagreement over map gens. As long as the "Classic" or "Randomized" map generation can be an option when creating servers as I'd personally like to enjoy playing on a server with this type of map.
Also I don't want you to be confused as this thread isn't specifically pushing for a total overhaul of bringing back pre 1.8 map generation. We just want variation in the land, similar to that of pre 1.8. We want cave systems that actually end and don't drag on from one end of the map to the other. We want caves to be rare again and something that's actually difficult and rewarding to find. We don't exactly want floating islands everywhere you look when you first load the map and sharp crazy mountains reaching toward the sky that are cut completely in half by the next chunk over. That would just be silly. We want it to still look realistic but also unique.
why becuase theres lots of sheep?
You know i dont build massive things anymore.. im trying to make a multi-home place (with a city thing, industrial area, quarry etc) but theres no point, the old random land inspired exploration and to build new random pointless cities next to them
The only reason im making multiple homes here is because im installing mods as i go, so the new ores, trees, etc worldgens appear away. atleast giving some variation
I don't mean to sound rude as you are completely entitled to your opinion but if this is the best you could come up with as proof that the terrain is unique and diverse - then your arguments are hopeless If you feel the terrain is better off realistic then so be it. That is your own opinion. The pictures you provided are nothing more then the realism that has been implemented into the current map generation: which I have stated already that I am completely for! I love the realism that Minecraft has now, I just think that it can use some diversity and variety.
I am sorry if you misunderstood the title as I even stated in the original post that the title is a bit of an over exaggeration but anyone who attended a middle school level of a grammar class would know that the title is what gets a readers attention and draws them in. My title does exactly that. Hell, it got you in didn't it? Point being: my post has valid argument and opinion in it as do many of my supporters. You may be correct in the aspect that the current map generation does frequently offer some eye candies for players to enjoy every once in a blue moon but its almost extremely rare. But if you're intentionally looking for something and are persistent about it: you are bound to find it no matter what the circumstances.
If you are looking for each and every unique land feature of every map you load in 1.2.5 you are bound to find it, but that isn't unpredictable and wild - that is something that is sought after. That is a "quest" if you will. We want what you posted in pic 3 I think it was - unique land features such as that but we want them to occur more frequently then they already do. We want to stumble upon it rather then search for it if you can understand where I'm coming from. Also it looks to me like you took all of these screenshots on a single map, yet only one is appealing. And I have also stated a couple of times that you are bound to find uniqueness in anything if you are looking for it and I'm sure 1 in every couple thousand 1.2.5 seeds could offer some neat landscapes.. but compared to pre 1.8 generation this is very rare.
EDIT -----
The reason I didn't post any 1.7 images in retaliation to your own is because the screenies you posted were not worthy of an argument as they were an inferior argument in and of themselves (In my honest opinion)
Again I repeat the same argument: the title got your attention and you're in here jabbering on are you not?
And I know you are not that narrow minded that you think it isn't possible to look for unique land scapes in Minecraft? This isn't about biomes (jungles as you tried arguing) this is about height variation and how often ravines, caves, and mineshafts appear. (we'd like these to be a little less frequent as there are an over abundance of each on all 1.2.5 maps). If you go through Minecraft looking for mountainous regions or floating islands - you will find them eventually. If you look hard enough. This is only common sense. Don't be so simple minded as to just brush it away as if it's not a possibility. It is very possible.
And again I feel my mission to convinve people what a good terrain is still very effective as your pictures provided little to no evidence supporting your argument. They are pointless as are all of your arguments. Anyone could throw a lot of mumbo jumbo together and make it look like it means something, and I say this with the utmost respect So again I say: No need to show screens when none of yours are worth the effort.
In 1.8 and later, the seed generates the BIOMES first, and then uses a chunk of code to determine terrain for that specific biome. Since the code is the same every time it generates it, it results in every biome, and therefore every seed, looking almost exactly the same.
Here is how it should work:
The seed should generate the terrain first. Totally regardless of biome. Then, there should be a chunk of code that looks at the terrain and generates biomes according to terrain - as opposed to terrain according to biome. After all, there are only so many biomes, but the terrain combinations are endless.
Further elaboration for techies:
The seed should generate terrain and caves. Random height variation with only a very small amount of predetermined things, e.g. large height variation and some flatter spots. Also, for large areas below sea level, generate flat spots around that area.
Then, when biomes are chosen, it goes something like this:
Ok, that was off the top of my head.
Glad to finally see some positive feedback and an elaborate explanation to this seemingly endless nuisance known as 1.2.5 Minecraft Map generation! Added to support!
Wow I'm all teared up to see you finally grasped the concept of an opinion It saddens me to see you depart with such a low self awareness. And I like to think of myself as not a lousy debater - rather an adult who feels he has no need to waste his time arguing with someone who offers no valid evidence to support his cause. And if you would like to see the screenshots that I debate with - please refer to the original post as video 1 offers enough screenshots to support my side.
With that I bit you g'day sir,
- Ace
Red's got an well informed idea. I don't know what Mojang is planning regarding the terrain generation but since they've doubled the height limit above y=0, It should be safe to assume that Mojang is planning some pretty dramatic changes of the terrain generation.
Given what I've just wrote, I do agree with Lassen. I think that the old terrain generation is really lousy compared to the new one.
The old terrain generation was just wacked and generated a near-total eyesore. Random chunks of land here and there. Patches of snow in the middle of a forest. Walls of stone, dirt and/or sand appearing right out of the ground. Without a compass, it's really easy to get lost since there's practically nothing you could use to get you're bearings (cept building a tower of cobblestone and putting torches on and around the top). You actually had a use for TNT back then cause if you needed to build something you'd have to "tame" the land.
The new terrain generation, in comparison, is brilliant and creates really beautiful scenery. Rolling hills on forests and plains. Deserts with sand dunes. Rivers crossing through dense, hilly jungles and cutting small canyons through hills. Cliffs bordering oceans, great places to watch the sunset. You can walk around the map without a compass or a map and you can find your way back with ease by remembering that river bend, that peculiar hill, the edge of that jungle, that particular sand dune or that beach, etc. You actually have great land to build stuff like towns on, no TNT required.
Then again, having written what I just wrote, I do miss that tree covered hills and those beautiful waterfalls. I detest the barren "extreme hills" and despise those gloomy swamps that I never go to or build anything on. And on some comparison, the new terrain seems rather boring compared to the old.
My point is, I think that the terrain generation has been changing in the right direction. Stating again what I wrote earlier, the height limit has changed, so one can expect dramatic changes to the terrain generation. From a certain point of view, Mojang has created a good "base" from which the terrain generation can be modified and improved. Maybe they'll bring back tree covered hills and waterfalls and this time those features may be even better that they were before. Maybe they'll make the swamp biomes more interesting. Who knows what they might add?
I'ma just keep playing and waiting cause, judging from what we have in comparison to what we had, we've got something to look forward to. I don't know about everyone else, but I appreciate what Mojang has created so far.
yeh.. then were shocked to realise....dissapointment. nothing.. naught but extreme hills exclusive at 200-so mountain height
http://imageshack.us/photo/my-images/835/solidtudewillgohere.png/