MegaGlest Forum

MegaGlest => Feature requests => Closed feature requests => Topic started by: softcoder on 12 September 2010, 05:21:53

Title: [DONE] Map Previews
Post by: softcoder on 12 September 2010, 05:21:53
I have added an initial MAP preview into SVN in the custom game menu. Please try and give feedback.
Title: Re: Map Preview now in svn
Post by: titi on 12 September 2010, 22:36:16
Looks good   ;D

But we already started a discussion if and how detailed map previews should be.
The current one shows everything, but the question is do we want all, or do we kill the fun exploring new maps with this? So lets discuss it!

Here is my opinion:
I would vote to not render objects and resourceson in the preview! Map surfaces, water and starting points are enough. this keeps enough secrets to explore the world, but helps choosing a map when setting up multiplayer games. Those people who want to cheat in singleplayer can already do so by either starting the map editor or switch off fog of war.
Maybe its an option to use the fog of war switch to the render of all details in the preview too?
( By the way just that we don't forget it:  we should never render unvisible object 10 in the preview )

Title: Re: Map Preview now in svn
Post by: tomreyn on 20 September 2010, 20:37:04
Map previews are really awesome! :)
I also like the compromise you found where natural resources are only displayed on the custom game menu mini map if, in advanced options, 'fog of war' has been set to 'off'.

So I think there is only one thing missing now: a link between the colored start positions on the mini map and the player slots. There are two ways I can imagine of how this can be done (in terms of UI, not programatically):

1. Replace the colored start position markers in the preview map by digits indicating the player slot.
2. Indicate the player slots' color in the table.

I think my preference would be with 1., but 2. is probably easier to implement.