Mini map on HUD

WilsonWilson Join Date: 2010-07-26 Member: 72867Members
edited August 2011 in Ideas and Suggestions
I use the minimap so often I think it'd be useful to have it on the HUD all the time. I think it would be quite hard to see everything if the whole map was displayed though, so a zoomed in view of just your surrounding area would be the best I think.

I'd also like to see a little death icon (skull and crossbones?) come up when a friendly unit dies.

Here's a very quick mock up to show what I'm talking about (I've probably made it a bit too big in this):

<img src="http://i.imgur.com/6N4EF.jpg" border="0" class="linked-image" />

Comments

  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    ever play DOD? (day of defeat) they have a similar style of minimap.

    I like NS2's hold button to see total map method.
    having a toggle-able mini map would be a nice touch. just dont do what DOD did and have it all run by the same button. rather annoying to have to toggle through the full map before you can close the minimap.

    IMO the ideal is: retain current map function and have a second function run by a separate key to toggle a minimap on and off.
    mini map is useful for new players to navigate a new level.

    I remeber running around in NS1 with the map open only to get mauled by a skulk because I didnt wan to miss my next turn.
    Once I got to know the maps it wasnt a big problem anymore.

    a optional mini map is a nice way to help players navigate an unfamiliar map.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Yeah, I've played a lot of dod :P That's where I got the idea.

    In dods you can bind a separate button (defualt M) to bring up a full map just like in NS2 (if you don't want to toggle through the minimap options). I would always keep the minimap on in that game though, its so useful.
  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members
    Might ruin the strategy by the other team do you think?
    As in a marine would see a skulk coming up behind him from using his 'mini map', but prolly not befor its too late.

    I dunno, it was cool in dota. that was a complete minimap
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    +1

    Though, I would make it toggleable (sometimes I don't need an always on minimap). This is also something it would be nice to include on a 2nd screen, if UWE ever decides to support 2+ screens.
  • nilsnils Join Date: 2011-06-23 Member: 106039Members
    +1

    i think ScardyBob is right
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    I would like it more if it was transparent, but good ideas ofc.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1865617:date=Aug 2 2011, 05:29 AM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ Aug 2 2011, 05:29 AM) <a href="index.php?act=findpost&pid=1865617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Might ruin the strategy by the other team do you think?
    As in a marine would see a skulk coming up behind him from using his 'mini map', but prolly not befor its too late.

    I dunno, it was cool in dota. that was a complete minimap<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, you only see what is in line of sight. As long as there wasn't a marine behind you, a skulk sneaking up wouldn't show on the map.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Did the NS1 minimaps have enemy icons on them? Although that one did update rather slowly, once per second...
  • StarkwindStarkwind Join Date: 2011-07-26 Member: 112394Members
    +1 mini map is most desirable
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    It is also very easy to mod. Check out my minimap mod and you see how easy. All you have to do if make it show a minimap like that for ppl who are not specs as well. And maybe move it if you prefer another pos than bottom left corner.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1866431:date=Aug 4 2011, 09:53 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Aug 4 2011, 09:53 PM) <a href="index.php?act=findpost&pid=1866431"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is also very easy to mod. Check out my minimap mod and you see how easy. All you have to do if make it show a minimap like that for ppl who are not specs as well. And maybe move it if you prefer another pos than bottom left corner.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is there a way to get it zoomed in so it only shows the part of the map in your close proximity, like in the mock-up I posted?
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    in ns(1) marines already have a minimap on HUD, and i think there is no doubt they will also have in ns2. on the other hand, aliens dont have a minimap on HUD, instead they have the visual hive-informations on the top right

    you also see enemy lifeforms and structures, for as long as they are on your teams sight.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited August 2011
    It is possible to resize the map with your location as the center, as if you zoomed in, but afaik the lua gui cant handle clipping yet.
    Wait a minute, I think it might. Not clipping the element, but you seem to be able to set what area of the texture you want the element to use. That is how the minimap icons work. One texture file with all the icons, and it draws the area which contains the icon needed.

    Sounds like a fun idea to try and mod, I think I will do so now.

    EDIT:
    Indeed it does work, although things like this would be way easyer to create if there was clipping imho.
    I dont feel like finishing the mod as this mod just does not really feel very interesting, but I decided to post what I made so people can see how to use SetTexturePixelCoordinates for stuff like this ;)
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local playerOrigin = PlayerUI_GetOrigin()
    local adjustedX = Client.minimapExtentOrigin.x - playerOrigin.x
    local adjustedZ = playerOrigin.z - Client.minimapExtentOrigin.z
    local posX = (adjustedZ/(Client.minimapExtentScale.z/2)+0.5) * 256 // minimap image is 256*256 pixels
    local posY = (adjustedX/(Client.minimapExtentScale.x/2)+0.5) * 256
    local offset = 50
    local bottomX = posX-offset
    local bottomY = posY-offset
    local topX = posX+offset
    local topY = posY+offset
    self.minimap:SetTexturePixelCoordinates(bottomX, bottomY, topX, topY)<!--c2--></div><!--ec2-->
    This makes you see a 100px*100px (50*2 = 100) area of the minimap, where the center is your current position.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    Place it on the bottom right please. Mabye it could just be a smaller version mabye like 60-75% size.. and then maybe it could scale out to full if you press the map key.
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