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Caravel Forum : DROD Boards : Feature Requests : Allow for minimap hiding
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coppro
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The minimap is rather jarring during long cutscenes that span multiple rooms (such as the opening recap in TSS). Having a script command to hide it (perhaps only during cutscenes) would reduce this without requiring a lot of effort on the architect's part, and would increase the production values.
06-24-2014 at 02:39 PM
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Jatopian
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As long as it's just an argument for the cutscene command and not something an architect can do at any other time.

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06-24-2014 at 03:29 PM
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mrimer
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I don't get what you mean by "the minimap is rather jarring."

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06-24-2014 at 03:41 PM
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slimm tom
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I think he means that multi-room cutscenes are laid out in rooms next to each other on the minimap, which doesn't make sense in the story context.
06-24-2014 at 11:28 PM
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mrimer
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Oh, sure, I agree they're not laid out in the context of their original floor plans. That's pretty much impossible to achieve here, given other considerations. I don't agree that it is "rather jarring". It's a subtle detail and adding and option so that you don't have to look at it seems unnecessary, imho.

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06-25-2014 at 06:33 PM
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coppro
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To me, the presence of the minimap at all is slightly distracting; the fact that it doesn't reflect the content of the cutscene is more distracting and, in my opinion as a player, breaks the suspension of disbelief a bit. It makes you think of the cutscene as a room and not a video.
06-26-2014 at 05:03 PM
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bwross
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Actually, it might be interesting if images could be placed there during cut scenes. You could have fancy title cards for the scene, or just use it to fake the appearance of the surrounding map so flashbacks will seem to be happening in old maps without having to build the old map.
06-26-2014 at 10:09 PM
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skell
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Superseded by this.

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11-04-2020 at 03:39 PM
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Kalin
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I'm in favor of "Always hide the minimap during cutscenes", even for already published holds.

If only as an additional signal "Hey! You're in a cutscene." If you're moving quickly through an apparently empty room, you may not notice that the threat clock is spinning on its own.

Do anyone have a reason why you'd want to see the minimap during a cutscene?

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11-05-2020 at 12:07 AM
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skell
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icon Re: Allow for minimap hiding (+2)  
Kalin wrote:
Do anyone have a reason why you'd want to see the minimap during a cutscene?

I have a few:
- cutscenes can be used for mechanical purposes, eg. Skipping every other move for twice-moving monsters and a constantly reappearing minimap would be super distracting
- There are a lot cutscenes which happen in the context of a room which is a part of the level, so it doesn't make sense to me to then hide thr minimap.
- For identification purposes you can use the top scroll that displays the room name, which I believe adds "(cutscene)" when appropriate
- I personally do not have a problem with the map and I think I'd be more distracted by ot disappearing than keeping it as is
- New artwork would be required and I don't think we still have the original stone texture that's used in the background

Edit: If not for the fact that there is no art for it it would be fairly simple to give this as an option in settings.

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[Last edited by skell at 11-05-2020 07:15 AM]
11-05-2020 at 05:21 AM
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