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Closeable Mini-Map
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N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Wed Feb 03, 2010 8:47 pm  Post subject: Closeable Mini-Map

As many know, on multiplayer many people make a powerplant underneath the mini-map. This is very annoying and cheap, and shows that that player is skillless, cheap, and stupid.
Heres my suggestion: 🖼 image no longer available
There are three main places for the button to close down the mini-map: Between the power and money indicators, between the power indicator and the map, and above the map on the right. Does anybody agree with me? Does anybody else have other suggestions?

Last edited by N@TE on Fri Feb 12, 2010 4:52 pm; edited 4 times in total
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Wed Feb 03, 2010 9:19 pm  

Maybe u map builders can I don't know. Block it?
T-33 Lib
Very Active User


Joined: 26 Jul 2009
Posts: 164
Location: Singapore
 Post Posted: Thu Feb 04, 2010 1:33 am  

I would rather tap - hold on the map to close it, and open it the same way.
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Thu Feb 04, 2010 5:04 am  

That's a gr8 idea tapping would make it much better. Sometimes I even accidentally click it when I'm commanding troops and sometimes I lose ground from that. No wonderer we can't do that, if we could it would limit how fast u can look around. The mini map is helpful, so it shouldn't disappear or it will change the game for the worse. Maybe us mapmakers could make triggers where building a building in the corner would be a loss. Or like Brian said turrets auto fire on buildings.
BrianBSHS
Administrator Emeritus
Joined: 23 Jan 2009
Posts: 488
Location: Zimbabwe
 Post Posted: Thu Feb 04, 2010 12:19 pm  

I kindof think there should be an arrow in the middle of the bar on the bottom facing left. When you click it, the mini map shifts to the left hand corner and the arrow then faces right. It's a simple code and it allows the mini map to be up at all times, which is a great work-around because the mini map is extremely useful.
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Thu Feb 04, 2010 2:09 pm  

That's another good idea Brian it's actually much better than closeable, Scott which one is easier?
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Thu Feb 04, 2010 5:57 pm  

Galm so when u make a build a map u can't put some hills in the corner? I don't think hills or anything else u put their will block the mini map?

Maybe if u double tap in any corner then the map apears?
BrianBSHS
Administrator Emeritus
Joined: 23 Jan 2009
Posts: 488
Location: Zimbabwe
 Post Posted: Thu Feb 04, 2010 9:43 pm  

its true if the map builders want to help out, they can build a hill in the corner, for example, look at "Sunken Temple" its a perfect example.
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Fri Feb 05, 2010 10:41 am  

The easiest thing is to change the map so you can't build there. It takes seconds to do, very easy. One problem with this is that map authors don't know this so maps get saved with that part of the map wide open. But, it's an easy solution.

The next easiest is to put some intelligence in the server, so any build commands that try to build a structure underneath the minimap just get ignored. This is next easiest because I can change the server, without updating all the installed copies of WI.

The least easy is to update WI. If WI is updated, two options are to either close the minimap, or just don't allow building structures under the minimap. In the case of updating WI, I prefer disallow building structures under the minimap, because it is the easiest for beginners to understand what is going on (they wouldn't know that a structure is underneath the minimap, so if they just can't be built there, problem solved).

I'm glad to do #2 from this list in the near term, if #1 isn't a good enough solution. And #3 I'll add to the next WI update.