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Ultimate Classic Minimap (with Waypoints and Switch Tracking)


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That's sick! Good effort! Do enemies show up by default or do you have to have line of sight on them? Could kinda break traps is my concern
Empty room with a keycard? Mini-map full of enemies but none in sight? Well you'll be prepared lol

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1 hour ago, Bushpig2dope said:

That's sick! Good effort! Do enemies show up by default or do you have to have line of sight on them? Could kinda break traps is my concern
Empty room with a keycard? Mini-map full of enemies but none in sight? Well you'll be prepared lol

Enemies show up once they're activated/have a target.

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This is so nifty! I have a suggestion; have an option to show items on the map, with a toggle to show either all items or only ones that count towards the percentage? Would be very handy.

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2 hours ago, Beed28 said:

This is so nifty! I have a suggestion; have an option to show items on the map, with a toggle to show either all items or only ones that count towards the percentage? Would be very handy.

Thanks for the feature suggestion. It should be implemented now, alongside more improvements to the Radar.

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Just encountered a prob. The dropped gun sizes are huge in the radar also disabling items also disables keys. I dont want to see items, only switches and keys. TIA

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7 hours ago, rockguy434 said:

Just encountered a prob. The dropped gun sizes are huge in the radar also disabling items also disables keys. I dont want to see items, only switches and keys. TIA

I've decreased the item sizes a bit, hopefully that fixes that. It may have something to do with the sprite size of weapons if you're using a weapons mod, though.

I cannot seem to reproduce the issue with Keys not showing up when you disable items. I changed the key detection check though, so hopefully, if the issue is caused by a gameplay mod, this will fix that.

 

I've updated the file under the 1.1 release, so you should be able to just redownload here.

Spoiler

v7vkYbJ.png

 

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2 minutes ago, iconofeggsafe666 said:

Ooh! Are we free to use this in our own projects?

As an addon of sorts, sure.

If you want to include it in your mod, I'd advise against that, however, if you must make sure to give credit. "Redxone (Lewisk3)"

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  • 1 year later...

Great mod! I do have a question tho, is it possible to disable monsters on the radar without disabling keys? I really like not having to comb every inch of certain wads to kind the keys but the little red dots on the radar make it a tad busy to look at. 

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  • 3 months later...

Literally doesn't compatible with Brutal doom, are you aware or has been expected this to happening? And it's not compatible with custom Binding

Edited by bruhmoment123

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  • 1 month later...

Heretic/Hexen support probably wasn't intended, but I've been trying it anyways. Seems to work ok with Heretic so far, Hexen seems to have a texture issue with the portal texture at the end of Map 1. confirmed by process of elimination with load order.

Screenshot_Hexen_20220908_200226.png

Edited by geassguy360
Figuring shit out, should be done with the edits lol.

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  • 2 weeks later...

Hi!

 

Nice mod. Would it be possible to make it point to switch target? I hate maps where I press switch and then have to search for half hour to find which door it opened only to give up and open this map in doom builder to figure that out. For example after I press switch draw arrow pointing to target sector on map or flash the target sector few times. Would be also cool to highlight sectors whose floor height is currently changing because some elevators are too well hidden.

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On 9/19/2022 at 2:38 PM, Doom4fun said:

Hi!

 

Nice mod. Would it be possible to make it point to switch target? I hate maps where I press switch and then have to search for half hour to find which door it opened only to give up and open this map in doom builder to figure that out. For example after I press switch draw arrow pointing to target sector on map or flash the target sector few times. Would be also cool to highlight sectors whose floor height is currently changing because some elevators are too well hidden.

Hmm, I'm not entirely sure tbh. I'd have to research that a bit. I've been pretty busy working on other projects and with IRL stuff, so it'll probably take me a while to get back to this project.

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  • 2 months later...
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The radar and full-screen minimap suffer from graphical bugs when used with Doom Roguelike Arsenal.

radarbug20230217.PNG

Edited by RevanGarcia
Grammar mistake.

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  • 3 months later...

Whenever I load a save, the switch overlay gets turned off and I have to go into the options menu and hit 'apply' again so it shows up.

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  • 4 weeks later...

To tell the truth, I think such a Mini-Mod is extremely interesting. The Modern Classic Style of the Map pleases with New Ideas with The Display of Enemies, Their Health and Keys.

 

However, I am confused only by one thing: "Why couldn't immediately assign to the Tab button?" It just makes sense to assign to a Separate Button if you could immediately replace the Standard Map?

 

Although it would be even cooler if it was possible to make a Map display, as in GZDOOM with textures included.

Edited by Blacklight

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  • 1 month later...

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