"Filled" automap/overlay - alternative to Textured automap

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"Filled" automap/overlay - alternative to Textured automap

Postby Sinael » Sat Nov 09, 2019 12:55 am

The main advantage of the textured automap is the ability to quickly differentiate between "inside" and "outside" of the map and make out separate rooms/areas.
However it has its downsides comparing to the non-textured automap, being "noisy" with detail is one of them.
Overaly map completely lacks anything akin to this feature which make it harder to read at times.

I think that the "filled" automap used by some other games might be a good solution to this in both automap and overlay modes, and relatively easy to implement - instead of rendering texture in this mode simply fill the field with custom color.
In the overlay mode transparency could be added to the "fill" so that it does not obscure view much, but still gives the impression of what's in- and out- of bounds.

Optionally: apply sectors light levels to the color, an alternating tinting (kinda like fake contrast), to differentiate adjascent sectors.

Here's some mockups of the idea:
Spoiler:
Last edited by Sinael on Sat Nov 09, 2019 1:10 am, edited 2 times in total.
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Re: "Filled" automap/overlay - alternative to Textured autom

Postby Nash » Sat Nov 09, 2019 1:02 am

I had actually thought about exactly this same suggestion too for the longest time, ever since textured automap was implemented, but I never really discussed it with anyone because I didn't think anyone would care. I actually quite like it.
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Re: "Filled" automap/overlay - alternative to Textured autom

Postby Zenon » Wed Dec 11, 2019 11:48 pm

I love it
+1
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Re: "Filled" automap/overlay - alternative to Textured autom

Postby SanyaWaffles » Thu Dec 12, 2019 2:09 am

For me this would be useful as a viable alternative to the texture mode. I think the hardest part would be deciding on how to implement it. Probably having it auto-fill based on what texture is present and pick an average color would be too much. I like the idea of a solid color with different shading being used a bit better.
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Re: "Filled" automap/overlay - alternative to Textured autom

Postby Gez » Thu Dec 12, 2019 3:26 am

For coloring, I'm thinking a heightmap (based on floor height) could be the most useful. It might complicate handling for sloped floors, though.
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Re: "Filled" automap/overlay - alternative to Textured autom

Postby Uni-000 » Fri Dec 13, 2019 9:25 pm

Gez wrote:For coloring, I'm thinking a heightmap (based on floor height) could be the most useful. It might complicate handling for sloped floors, though.


Can it be a Gradient? I hope so.

But if the Code says otherwise. And doesn't like gradients. Well then I think Flat colors will just do for now.
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Re: "Filled" automap/overlay - alternative to Textured autom

Postby Caligari87 » Sun Dec 15, 2019 9:27 am

I kinda like them all. Heightmap, average-texture-color modes, solid color... perhaps all could be select-able modes? I'd suggest brightness as well, it's one of the most visually identifiable attributes of a room.

8-)
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Re: "Filled" automap/overlay - alternative to Textured autom

Postby NightFright » Mon Mar 16, 2020 7:01 am

Has anything happened with this idea in the meantime? This would be a great alternative to the textured automap, less confusing and yet more informative than the plain vector graphic view.
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