Before you freak out and unleash pure hate on me, I suggest you
READ BEFORE POSTING/VOTING.
This post is basically a continuation of the Did the Terrain Become BORING? thread. The reason why I'm not adding this in that thread is because removing things is unrelated there. That thread is more about restoring things.
However, this suggestion is an add-on to restoring full random height variation to most if not all biomes.If you're going to argue about the Plains/Swamp Biome being mutilated, you should go to the thread mentioned previously because that topic is not relevant HERE.
Before I go into mentioning why the said biomes should be removed, let me recap on what full random height variation will bring (this is from the previously stated thread):
Quote from ChaosGuardian »
Full height variation in most biomes: As you can see, full height variation is only possible in the extreme hills and other sub-biomes. However these mountains are always spammed together. No, we're not asking for mountains to be spammed in every biome. No, we're not asking for the mutilation of the plains or swamp biome. However, in some of these obvious biomes such as plains, full height variation can be introduced IF the frequencies of flatter lands are much higher than hilly or mountainous lands. If you have trouble understanding the concept of "variation" do not post about it until you do understand it. This leads on to the deletion of the extreme hills biome, but it is very opinionated right now...
If this "height variation" does make a return, will there be mountains spammed in some areas? Yes. Will it always be like that? No. Will some areas contain a vast amount of continuous flat land? Yes. Will it always be like that? No. Hopefully this clears up some confusion on what "Variation" is.
Still don't get it? Just read that thread a little bit or visit this thread.I have no time to argue about height variation *itself*. In cooperation with this topic? Fine. *Itself*? No.
Alright. The reason why I'd like to see the stated biomes removed is because in result of full height variation being returned to Minecraft's terrain, those biomes would be..... USELESS!
The X-Hills biomes should DEFINITELY be removed because they are just copies of the normal biomes with forced elevation. Nothing really special about them - it'd be much better having random height variation wherever you go anyway!
Removing the Extreme Hills Biome (EH Biome) is a bit controversial. Unlike the X-Hills biomes, this type of terrain is unique from the other ones. It displays a grass color of it's own (more noticeable in this biome than the snowy ones), has a greater number of open underground areas, and is obviously spammed with mountains and hills.
If full cave size variation was introduced to this biome and every other biome as well (mentioned in previously stated thread), there wouldn't be a problem. You would have the chance of seeing an area consisting of the Extreme Hills Biome with a shitload of caves, as well as the chance of finding one with a small amount of caves. So technically, this won't hurt the people who like seeing this biome with a shitload of caves.
However, some people enjoy having the EH Biome forcefully consist of a huge number of open underground space every time you find one on every seed. The lack of trees as stated before is very unique as well. Perhaps instead of completely removing this biome, we can change the name to something like Wasteland Biome, giving it proper height variation but leaving the mentioned characteristics alone. But I'm all for deleting the biome completely.
I'm guessing most of you will agree with me in removing the X-Hills Biomes. Not so sure about the EH Biome.
TL;DR: If full height variation was returned to all of the biomes, there'd be no point in keeping the X-Hills and EH Biomes. You should still read the blue parts...
Personally, I've never had a problem with X-Hill Biomes, mainly because I've never really had a reason to use them. Extreme Hill Biomes, however, are a different story. I built a house once in an EH Biome, and it had amazing scenery, endless caves, and some rather interesting formations, (Desert on top of a mountain, anyone?) However, now, EH biomes tend to be slight eyesores. I'd just suggest something like, for example, reducing the size of the mountains in the area, but make a chance that a Giant Mountain will spawn in the middle, that stretches up to about 240 blocks up, and can be climbed by going through a series of tunnels and trails around it. Personally, I think that'd make EH biomes slightly easier to traverse through, while also adding a pleasant surprise once in a while.
Oh, and one last thing, they could probably make EH biomes less common. I mean, seriously, I can't walk 1000 blocks without seeing at least one. Unless, of course, I'm in an ocean.
Rollback Post to RevisionRollBack
The funny thing is, by the time you finish reading this, you will have wasted about four seconds of your life...
I say remove them both. X-hills because they're pale imitations of the old generation (spammed together in an eyesore.) Extreme hills because they're dull and ugly, and I would rather have anything they could do done naturally by the terrain generator. Emeralds could be generated in terrain above sea level rather than in a specific biome.
Personally, I've never had a problem with X-Hill Biomes, mainly because I've never really had a reason to use them. Extreme Hill Biomes, however, are a different story. I built a house once in an EH Biome, and it had amazing scenery, endless caves, and some rather interesting formations, (Desert on top of a mountain, anyone?) However, now, EH biomes tend to be slight eyesores. I'd just suggest something like, for example, reducing the size of the mountains in the area, but make a chance that a Giant Mountain will spawn in the middle, that stretches up to about 240 blocks up, and can be climbed by going through a series of tunnels and trails around it. Personally, I think that'd make EH biomes slightly easier to traverse through, while also adding a pleasant surprise once in a while.
Oh, and one last thing, they could probably make EH biomes less common. I mean, seriously, I can't walk 1000 blocks without seeing at least one. Unless, of course, I'm in an ocean.
I respect your opinion about the EH biome, but the reason why the X-Hills biomes were mentioned is because they'll have no point in being existent when full random height variation returns... if it returns.
I thought that the randomness of the Extreme Hills/Mountains are what made it worth while to go and see them. Not only can they make amazing natural structures, but also be a good place to build mountain top homes or mountain side ones. Yes, I agree they are not what they used to be, but every now and then you get some amazing structures. I think getting rid of them completely is a little harsh or even re-naming them. Although some of these things are annoying you have to remember that it could always be worse. I don't want them to change the terrain generation just to accidentally screw something up and give us too little caves and/or completely flat terrain.
I thought that the randomness of the Extreme Hills/Mountains are what made it worth while to go and see them. Not only can they make amazing natural structures, but also be a good place to build mountain top homes or mountain side ones. Yes, I agree they are not what they used to be, but every now and then you get some amazing structures. I think getting rid of them completely is a little harsh or even re-naming them. Although some of these things are annoying you have to remember that it could always be worse. I don't want them to change the terrain generation just to accidentally screw something up and give us too little caves and/or completely flat terrain.
-Devils Advocate
Yes, they do have amazing sights, but so will other biomes when full height variation is returned universally. It wouldn't be too harsh in my opinion. Technically the only things that will be removed is cave spam and forceful mountain spam. You can find lack of trees in plains (which will have full height variation as well but not as common). The change would be noticeable but I wouldn't say it would remove anything significant from MC.
Not related to the topic, not sure why you're advertising an unrelated thread...
It is kind of an interesting idea for what could possibly be done with extreme hills after variation is returned. A rare realistic mountain range biome (if that's not something the normal generator could easily do.)
It wasn't advertising; it was a reply. And it is related.
Oh I wasn't sure if that was in association with the return of height variation. My bad. It seems like a cool idea though, we wouldn't be removing anything... just changing.
At it's most basic point, generated structures.
Reverting the terrain generation to it's old version (random generation everywhere) would bug up the generation of temples, villages, and pyramids. You've seen what happens when a ravine conflicts with a village, right?
Well, pretty much with random terrain generation, make this inside-out.
I mean, look what happens when it's only a few blocks buggy:
Yikes.
Now, yes. There could be a ton of exceptions-to-the-rules to keep villages on flat ground, keep mountains out of plains and such. Or, hills can generate as structures like they do now, extreme hills can be kept in their own biome, and conflicts can be avoided more easily. Which do you like?
People keep complaining about the extreme hills. Honestly, it's not an eye sore any more than the old generation was an eye sore (Seriously, I generated a 1.3 world, most of the forest was on a cliff). They really aren't that common, I've seen three in the worlds I play, and one of them is a tiny island with one overhang on it, hardly "extreme hills". So if you're getting that many instances of extreme hills biomes, hand over the seeds, pretty please.
Extreme hills are the only place emerald ore spawns, and they make excellent areas for hidden bases. I've even begun constructing a small city in the valley of an extreme hills, it's looking excellent.
Finally, what in the hell is an "X-hill"? I don't know what you're talking about here, unless you're talking about the Hills, technical biomes, which I mentioned above.
At it's most basic point, generated structures.
Reverting the terrain generation to it's old version (random generation everywhere) would bug up the generation of temples, villages, and pyramids. You've seen what happens when a ravine conflicts with a village, right?
Well, pretty much with random terrain generation, make this inside-out.
I mean, look what happens when it's only a few blocks buggy:
Yikes.
Now, yes. There could be a ton of exceptions-to-the-rules to keep villages on flat ground, keep mountains out of plains and such. Or, hills can generate as structures like they do now, extreme hills can be kept in their own biome, and conflicts can be avoided more easily. Which do you like?
People keep complaining about the extreme hills. Honestly, it's not an eye sore any more than the old generation was an eye sore (Seriously, I generated a 1.3 world, most of the forest was on a cliff). They really aren't that common, I've seen three in the worlds I play, and one of them is a tiny island with one overhang on it, hardly "extreme hills". So if you're getting that many instances of extreme hills biomes, hand over the seeds, pretty please.
Extreme hills are the only place emerald ore spawns, and they make excellent areas for hidden bases. I've even begun constructing a small city in the valley of an extreme hills, it's looking excellent.
I don't really have a problem with extreme hills either, it seems to make sense to segregate them somewhat, I wouldn't, however, totally isolate each biome to either way wholely. For that matter, if they ever add legit, snow-caped mountains I don't think it'd work that well as a "biome".
Slightly off to the side, I think this comment is relevant to this other thread http://www.minecraftforum.net/topic/1253599-no-more-ugly-villages/. I feel like the solution to both this and that, is to have the buildings grab from local terrain and either flatten out their own "bases" or build over any holes. This would obviously tapper off as it reached the outskirts. It also wouldn't need to be totally flat as long as building overlap was scaled to proximity.
TL;DR: If full height variation was returned to all of the biomes, there'd be no point in keeping the X-Hills and EH Biomes. You should still read the blue parts...
Oh, and one last thing, they could probably make EH biomes less common. I mean, seriously, I can't walk 1000 blocks without seeing at least one. Unless, of course, I'm in an ocean.
Mostly moved on. May check back a few times a year.
I respect your opinion about the EH biome, but the reason why the X-Hills biomes were mentioned is because they'll have no point in being existent when full random height variation returns... if it returns.
-Devils Advocate
Yes, they do have amazing sights, but so will other biomes when full height variation is returned universally. It wouldn't be too harsh in my opinion. Technically the only things that will be removed is cave spam and forceful mountain spam. You can find lack of trees in plains (which will have full height variation as well but not as common). The change would be noticeable but I wouldn't say it would remove anything significant from MC.
He didn't. Look at the top of the page!
"However, this suggestion is an add-on to restoring full random height variation to most if not all biomes"
Mostly moved on. May check back a few times a year.
Oh so this is a bridge we'll cross when we get there type of thing? Ok
or -1 me with your mind. One of them is less frustrating.
Not related to the topic, not sure why you're advertising an unrelated thread...
Mostly moved on. May check back a few times a year.
or -1 me with your mind. One of them is less frustrating.
Oh I wasn't sure if that was in association with the return of height variation. My bad. It seems like a cool idea though, we wouldn't be removing anything... just changing.
Mostly moved on. May check back a few times a year.
Elaborate.
At it's most basic point, generated structures.
Reverting the terrain generation to it's old version (random generation everywhere) would bug up the generation of temples, villages, and pyramids. You've seen what happens when a ravine conflicts with a village, right?
Well, pretty much with random terrain generation, make this inside-out.
I mean, look what happens when it's only a few blocks buggy:
Yikes.
Now, yes. There could be a ton of exceptions-to-the-rules to keep villages on flat ground, keep mountains out of plains and such. Or, hills can generate as structures like they do now, extreme hills can be kept in their own biome, and conflicts can be avoided more easily. Which do you like?
People keep complaining about the extreme hills. Honestly, it's not an eye sore any more than the old generation was an eye sore (Seriously, I generated a 1.3 world, most of the forest was on a cliff). They really aren't that common, I've seen three in the worlds I play, and one of them is a tiny island with one overhang on it, hardly "extreme hills". So if you're getting that many instances of extreme hills biomes, hand over the seeds, pretty please.
Extreme hills are the only place emerald ore spawns, and they make excellent areas for hidden bases. I've even begun constructing a small city in the valley of an extreme hills, it's looking excellent.
Finally, what in the hell is an "X-hill"? I don't know what you're talking about here, unless you're talking about the Hills, technical biomes, which I mentioned above.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
I don't really have a problem with extreme hills either, it seems to make sense to segregate them somewhat, I wouldn't, however, totally isolate each biome to either way wholely. For that matter, if they ever add legit, snow-caped mountains I don't think it'd work that well as a "biome".
Slightly off to the side, I think this comment is relevant to this other thread http://www.minecraftforum.net/topic/1253599-no-more-ugly-villages/. I feel like the solution to both this and that, is to have the buildings grab from local terrain and either flatten out their own "bases" or build over any holes. This would obviously tapper off as it reached the outskirts. It also wouldn't need to be totally flat as long as building overlap was scaled to proximity.