TheTXLibra
Legacy Supporter 8
- Joined
- Mar 5, 2011
- Location
- Somewhere, TX
The problem with pregenerated worlds is that there would be a lot of unwanted terrain that had to be entirely re-done whatsoever. Also, it would be much more difficult to create separate, themed areas with the effects biomes have (snow, rain, or no weather at all, let alone grass hue).
Instead, a superflat will enable us to fashion the map from ground up, and the base will be the same all across the terrain. Additionally, since it would take much too long to seed ores into newly generated terrain, we wouldn't have to deal with random areas having more stuff than others because one happened to be created a mountain biome and the other a Plain.
It would also be pretty damn impressive to make bad looking terrain with the VoxelSniper- which is why I won't let random people join and mess everything up. As far as different senses of aesthetics are concerned, that is a matter of quality assurance. If someone sees an area or a transition that looks too sharp or jagged or has need of a revamp, it will be done. Bear in mind this project is likely to take much longer than a month, enough time to ensure high quality. Considering the long development time, choosing a superflat will allow us to work in a more structured manner- I won't go too deeply into the grand plan because I don't want to spoil the surprise, but trust me, superflat or pregenerated will make little difference in the long run
Alrighty, Weynard, you make a strong enough case that I'm willing to give it a shot. To be honest, I've never even heard of VoxelSniper, but you've intrigued me. Plus, having worked with you on other projects in the past, I'm inclined to trust your judgment more than doubt it. So count me in.