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MiniMap??? seems like no one knows how to do it?!

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Level 7
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Dec 8, 2005
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ok here is the problem ....
i have 2 halfs of the map that are totally different! and when you are on the bottom half then that is all you can see on the minimap. but it just glitches and shows the full map and yet the screen is in the middle. any ideas?
 
Level 24
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i tried just taking a look around the trigger functions in normal worldedit and i'm not quite sure i saw the way to do it...
i've seen a few maps where it's done tho (Water War - Submerged (duh, lol), some ver of everquest) and now i really want to know how they did it...
 
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well i placed the camera bounds to the reigon i have... i have 2 reigons for the teleport(dive and surface!) and for the underwater effect! but the camera bounds works and you can not scroll to the other side but the minimap still shows both of them and i am just not sure how to fix it... this is a must cause with out that then the game is bobo and then you cant veiw which buildings or units are being attacked!
 
Level 24
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well in the original Water War - Submerged, you will get messages about units on the other side of the map being attacked all the time, and maybe hit space only to have your screen stuck at the top/bottom of the water/land area
also it could be interesting to be able to have the full minimap up at all times, maybe keep track of allied/enemy hereos better?
it would be a feat to actually do that, but there are pros and cons whether it's part or all of the minimap.
with the half map in Water War - Submerged though it is really damn cool to go up and down to see differently shaped fog of war and larger/smaller land masses where islands are

so here's what i see as good/bad for both sides

pros for whole:
keep track of heroes better
keep track of progress on both halves
ping areas on both halves
cons for whole:
minimap could seem too small or too cluttered
you can see both sides on the minimap but only have access to one (could be confusing or annoying )
double vision :?

pros for half:
minimap is bigger, and as such less cluttered
would be wicked awesome if everything was right :D
cons for half:
heroes that dive/surface on land/water have a chance to get away (good for some, bad for others)
pings on other half show up at top/bottom of minimap
minimap may be streched out, creating a TI effect (when TI graphing calcs are set to xmax10 xmin-10 ymax10 ymin-10 ur graphs get distorted and don't look as pretty :cry: )
 
Level 7
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hmm but it look so much cleaner! and the pings will still work on both sides! the dive and surface thingy will allow ambush attacks or last sec ecsape! plus the game look bobo! with the 2 halfs just sitting there!
 
Level 24
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lol the pings on other halves of the map will show up at the edge of the one you're on. but yeah it will most likely look better with the double but that is VERY subjective... but it was really cool watching the fog of war change from diving and surfacing.

regardless, "surprise attacks" will not happen at all with split maps. "suprise encounters" maybe but if you don't know for sure if anyone is where you're surfacing (which will be infinitely harder with only one half of the map accessible to you) you'll be just as surprised as the person you pop up next to. also being able to get away will happen anyways with the changing screens and reaction time required. the difference will be that if you have guys in the area you'll be able to see which way the went before disappearing into the fog with the entire map, thus reducing the chance to get away. the chance is still there, it's just a little less with both maps as opposed to one half. about the items tho, they're coming along nicely even if there aren't too many yet :wink:
 
Level 7
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yea the ping would show up in the middle of the black screen but all and all that would be the only wierd thing! thanks alot for all your help on this project!
and the items are looking very nicely! forgot to tell you that in the last post!
 
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