Visual fix for passive mapping


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Tartarus Sorceror

Posts: 1774

Joined: Tuesday, 23rd December 2014, 23:39

Post Wednesday, 25th February 2015, 10:38

Visual fix for passive mapping

Passive mapping (e.g. from being a deep dwarf or following Ash) has a problem in tiles: there are a scattering of blue and slightly darker blue pixels, with lots of black in between them, so that you can't tell anything at a glance from it on most levels (except the existence of hidden rooms surrounded by thick absence of territory, if those exist on your level).

Suggestion: instead of two slightly different shades of blue for walls and floor, have walls show up as orange.
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Vaults Vanquisher

Posts: 508

Joined: Sunday, 16th June 2013, 14:01

Post Wednesday, 25th February 2015, 14:24

Re: Visual fix for passive mapping

(the following is in reference to tiles)

Known but unvisited (not been in LOS) squares have a blue partially transparent overlay. This is more intuitive than having different colours for different features. It also is the same mechanic as seen in ?magic mapping.

Tartarus Sorceror

Posts: 1774

Joined: Tuesday, 23rd December 2014, 23:39

Post Wednesday, 25th February 2015, 16:45

Re: Visual fix for passive mapping

1010011010 wrote:(the following is in reference to tiles)

Known but unvisited (not been in LOS) squares have a blue partially transparent overlay. This is more intuitive than having different colours for different features. It also is the same mechanic as seen in ?magic mapping.

That is an accurate statement about how it is currently done. There is a problem with how it's currently done: it's very hard to see any of the dungeon structure at a glance (in passive mapping, not magic mapping) unless there are isolated rooms. If you look around the map with X, you can see many more things than are apparent from the minimap (almost nothing is apparent from the minimap). The information is there but it's not being displayed effectively.

Perhaps an alternate fix, instead of making the walls orange, would be to make unknown areas dark blue (almost the same color as floor) instead of black. That way the known walls would stand out.
streaks: 5 fifteen rune octopodes. 15 diverse chars. 13 random chars. 24 NaWn^gozag.
251 total wins Berder hyperborean + misc
83/108 recent wins (76%)
guides: safe tactics value of ac/ev/sh forum toxicity

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