disable the minimap while commanding
rantology
Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
<div class="IPBDescription">a simple suggestion</div>So on the rare occasion I hop into the comm chair I run into an annoying problem. My minimap key is bound to W (my movement keys are asdf, I know it's unconventional) and whenever I try to use the hotkeys in the comm I always end up pulling up my minimap and seeing as the commander view already has a permanent minimap, I don't think its necessary to have it. I can imagine others may have this problem as well, maybe with different minimap bindings?
tl;dr: minimap hotkey has epic battles with commander hotkeys and wins :/
tl;dr: minimap hotkey has epic battles with commander hotkeys and wins :/
Comments
But I don't think disabling the map for commanders is such a good idea, sometimes it helps a lot to be able to bring up the large view, especially for new players. Maybe commander mode could have a customizable and separate control scheme?
I was just thinking that this would be a good improvement - there are a lot of keys that don't do anything while commanding.
About just straight up re-binding.. I suppose I could do that, but it confuses me as to why one should have to bind around it. I'm fine with the default comm hotkeys for the most part, they flow pretty nicely.. having to rebind W would be sort of a pain. I don't understand why the minimap needs to be active when commanding in the first place because your screen is kind of a giant minimap to begin with, in addition to having a permanent minimap open in the comm HUD itself. Why have the player minimap active for a 3rd minimap on your screen? Just seems unnecessary.
If the main interface was zoomed out a bit further, I'd agree with you, but the minimap does a better job of giving you an overall glance at the battlefield, and more importantly, what your footprint is like on it. But then if the main interface was zoomed out further, it would be harder to place structures and support.
What's wrong with the minimap in the bottom of the comm HUD? I've always found it to be adequate.
Sorry - that's what I was referring to. I've never noticed that the FPS/marine minimap is open. If it is, you're right, it isn't needed.
yes, that's what I'm talking about =P the player minimap that you can use anytime, not the minimap that's already integrated into the comm HUD.
What's wrong with the minimap in the bottom of the comm HUD? I've always found it to be adequate.<!--QuoteEnd--></div><!--QuoteEEnd-->
The HUD minimap is useful for quickly scrolling to different parts of the map, but I like to use the large map to see where my players are, where opposing structures are, and other things. So both are useful and I wouldn't want the large map removed.
2nd-ed, I use the large map all the time. Besides having a clearer view of what's going on, it also has room names on it - which is important if you have a memory issue like I do. For example, some of you may have heard: "Someone go to.. uh.. the room east of Sub Access, ah, the map says maintenance access, someone go there." And sadly its not from lack of playing.
Also, bind map display to Mouse4 ftw!