Map Mod Request
Arkanti
pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
<div class="IPBDescription">Full, commander style map for the minimap. Both teams preferably.</div>Download: <a href="http://host07.ath.cx/download/NS2/build220-ArkantiMapMod-0.3.zip" target="_blank">Latest version of the mod</a> Thanks Jeffco!
<img src="http://i.imgur.com/vvasH.jpg" border="0" class="linked-image" />
So there's my hideous mock-up in which I've simply cut and paste it from commander view, from this I hope you get the idea though. I actually scaled it up from what the commander gets and it still takes up roughly equal screenspace as it's more square than rectangular. I'm not asking for the same decoration that the com map receives either, in fact I'd prefer the map without most of that as it obscures more than it needs to.
Basically as it stands, I find the current minimap useless, and I want to see how the full, commander style minimap would fare in close quarters situations because I can already see the obvious benefits it would bring so far as long range tactical knowledge goes, minimising the need to constantly flare up the large map across my screen. That and with the current focus in making the game more easily readable for new players, I think this would go a long way in giving them a better understanding of what's going on in the game as a whole and how it relates to them. Being able to see something going down on the other end of the map and make their own way over there without the larger map blinding them to the world.
If anyone awesome would care to make something like this for me you'd have ma gratitudes as I lack any LUA(or any form of scripting) knowledge myself.
Cheers.
<img src="http://i.imgur.com/vvasH.jpg" border="0" class="linked-image" />
So there's my hideous mock-up in which I've simply cut and paste it from commander view, from this I hope you get the idea though. I actually scaled it up from what the commander gets and it still takes up roughly equal screenspace as it's more square than rectangular. I'm not asking for the same decoration that the com map receives either, in fact I'd prefer the map without most of that as it obscures more than it needs to.
Basically as it stands, I find the current minimap useless, and I want to see how the full, commander style minimap would fare in close quarters situations because I can already see the obvious benefits it would bring so far as long range tactical knowledge goes, minimising the need to constantly flare up the large map across my screen. That and with the current focus in making the game more easily readable for new players, I think this would go a long way in giving them a better understanding of what's going on in the game as a whole and how it relates to them. Being able to see something going down on the other end of the map and make their own way over there without the larger map blinding them to the world.
If anyone awesome would care to make something like this for me you'd have ma gratitudes as I lack any LUA(or any form of scripting) knowledge myself.
Cheers.
Comments
That is actually the core reasoning behind it. :)
I will check this into GitHub once I've tidied it up (probably tomorrow at this rate). I'll try and make it compatible with fsfod's multi mod menu as well. Hope you find it useful!
But please.. dont repeat the mistakes of the previous minimap..<b> make it more transparent / less opaque!</b> Screen real estate is important, and those scan lines do not do anything helpful!
Cant wait to try it!
I've set up a <a href="https://github.com/AlexHayton/NS2UnzoomedMinimap" target="_blank">github repository</a> for the mod and you can download the first version (proof of concept, works for marines only) here:
<a href="https://github.com/downloads/AlexHayton/NS2UnzoomedMinimap/UnzoomedMinimap-v1.zip" target="_blank">https://github.com/downloads/AlexHayton/NS2...dMinimap-v1.zip</a>
Additional work required:
<ul><li>Add minimap for aliens</li><li>Make the map completely transparent...</li></ul>
I tried to make it compatible with fsfod's menu mod but haven't been able to test it yet. Let me know if there are any problems with it! Installation steps: extract the zip file to your "steam\steamapps\common\Natural Selection 2" directory and then run the game using "ns2.exe -game UnzoomedMinimap".
Because it uses fsfod's hooks it shouldn't need a lot of updating once I've got the right code in there, so that's one less thing to worry about.
Removed..... Forums are borked at teh moment, all the headers and menu have disappeared....
Check it out, he has the full map on display in the image..
<a href="http://www.unknownworlds.com/forums/index.php?s=&showtopic=10649&view=findpost&p=1970447" target="_blank">http://www.unknownworlds.com/forums/index....t&p=1970447</a>
Check it out, he has the full map on display in the image..<!--QuoteEnd--></div><!--QuoteEEnd-->
The link is broken :(
Edit try to get link working again..
Sod it, what is wrong with the forums, is this prep for release? Losing all teh news, and links to support stuff at teh top?
Yipp, while doing so i didn't know that somebody requested such a mod. Since it is working now, I decided to create the mod in the requested form. Hf
<a href="http://imageshack.us/photo/my-images/191/mapmod.jpg/" target="_blank"><img src="http://img191.imageshack.us/img191/937/mapmod.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/542/mapmod2.jpg/" target="_blank"><img src="http://img542.imageshack.us/img542/6403/mapmod2.jpg" border="0" class="linked-image" /></a>
<a href="http://host07.ath.cx/download/NS2/build217-ArkantiMapMod-0.1.zip" target="_blank">build217-ArkantiMapMod-0.1.zip</a>
I am almost certain it will break with every new build.
<a href="http://imageshack.us/photo/my-images/545/mapmod3.jpg/" target="_blank"><img src="http://img545.imageshack.us/img545/2206/mapmod3.jpg" border="0" class="linked-image" /></a>
(Maybe, someone could invest some time to fix this... !?)
You dont really need to see all structures there are, you only need to know that there are structures... (tho the background stuff can still stay, powernodes, resource nozzles, techpoints)
So what information would be really useful to see well on the small map? Players, Waypoints/Pings, Stuff that thats under attack/getting damage.
If you want details on structures, location names etc... you can still open the bigger map.
I hope you update it, it's much more useful than the default map.
I hope you update it, it's much more useful than the default map.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am working on it. Furthermore, I discovered some major issues in commander mode...
<a href="http://imageshack.us/photo/my-images/17/mapmod4.jpg/" target="_blank"><img src="http://img17.imageshack.us/img17/9030/mapmod4.jpg" border="0" class="linked-image" /></a>
<a href="http://host07.ath.cx/download/NS2/build218-ArkantiMapMod-0.2.zip" target="_blank">build218-ArkantiMapMod-0.2.zip</a>
Now if only I could get the time to play NS2 anymore ;'(
Now if only I could get the time to play NS2 anymore ;'(<!--QuoteEnd--></div><!--QuoteEEnd-->
Ditto, dang it school! it takes away fun!
<img src="http://i.imgur.com/9YW6G.jpg" border="0" class="linked-image" />
<a href="http://host07.ath.cx/download/NS2/build220-ArkantiMapMod-0.3.zip" target="_blank">build220-ArkantiMapMod-0.3.zip</a>
Edit: never mind I found out how to fix it myself :D
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Changed:
self.minimapScript:SetScale(1); // * self.scale)
self.minimapScript:SetBlipScale(0.7); // * self.scale)
To:
self.minimapScript:SetScale(1.84); // * self.scale)
self.minimapScript:SetBlipScale(1.3); // * self.scale)<!--c2--></div><!--ec2-->
-Now we only need to fix the human commander minimap to look just as nice....Anyone
Edit2:
It appears I was too fast there. This stuff only works in mode Training->Explore
Every other server I try to join(modded included) i get a version mismatch error.
Any fix for this?