Couple minor improvements

TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
1. When a structure is under attack, don't make it fade in and out. That's a really poor way to communicate important information in a sea of icons. I hear the 'structure under attack' sound, open my map, and have to stare at it for a really long time to find the structure. Make it blink red 2-3 times per second instead.

2. Preserve player's stats when the round ends so people can look at them in the readyroom. Reset player's stats when the next round begins.

Comments

  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited October 2012
    agreed on both. additionally, the HUD minimap and the hotkeyed minimap should reflect the same icons. it's really confusing when you see things happening in the top left, and then you look at the minimap and all the icons change. I get that you can see the lifeforms in the zoomed in map which is a great feature, but they also change color too. also there are some updates that show up on the HUD minimap and not on the hotkeyed one and vice versa
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    +1 on the first point. Second isn't nearly as important.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    +1 to both.
    2nd already works if you go back to ready room during a match so it might be not that hard to implement as suggested here. still waiting for rr-jetpacks btw :)
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
  • CloveClove Join Date: 2007-01-24 Member: 59739Members
    Agree too. Fading yellow, and then fading red when at 25% or less would be great information.

    Also remove life bars in the ready room, if you're not going to use them for an idle timer or something else. :)
  • FlatkinGFlatkinG Join Date: 2005-03-02 Member: 42984Members
    +1 for both and +1 for the post under it
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Tried coding #1 up, should be trivial using LerpColor to blend back and forth between the intended blip color and pure red, instead of oscillating the alpha value of the blip. But for some reason it doesn't work? Its like there's a filter that removes color from the blips for each side. Aliens can only blink red or green, blue comes out black, and marines can't blink red (turns black) but can blink green or blue? Wtf?
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