#Remove whatever the fuck was done to the start shading and the grid.
1 messages · Page 1 of 1 (latest)
i halved its opacty now
What was the reason for the grid?
Green/Red hurt the poor little eyes very much 😦
Look at how bad that is
and im playing almost overhead. I cant imagine what it looks like for the people who play in FPS mode
Do you consider this addressed?
Do the players consider this resolved?
Do the players consider this resolved?

Propose an improvement
I don't know if there were any other reasons except aesthetics for the swap.
Worst case, revert it. Best case, get IceXuick involved and make it look better than ever
What's wrong with it now? How should it improve?
"It sucks" is vague and will result in devs guessing at solutions.
The problem with it is entirely visual, so it's going to be subjective no matter how you slice it. It just doesn't look good.
It's too prominent, so the opacity probably needs another reduction.
I also don't understand why some parts of it are more visible than others
maybe drop the saturation a bit so the colors are not as violent
I also don't understand why some parts of it are more visible than others
Ok, now that I'm staring at it, there are animated waves going across it, which only brings more attention to it
other than the visual bug on cliff, it's much better on the eyes now
helps for planning buildings?
I don't think the cliff is a bug either, it shows areas untraversable by bots
oh
that's nice once you know about it
Older uniform overlay was better, and build grid was available either way if enabled, whether built-in or via the widget.
Also I have weird bug with player icons on the minimap, where I have flat block squares instead of colored player comm icons now, co I can't even say what players took what positions other than they have been taken.
On the extreme slopes this pattern fill look great, but on gentle inclines its just smearing this flat color that even interferes with the grid overlay.
this is incorrect. it is not a traversability map
but it doesn't match with the other grid, so all it does is mess people up who are using the built in grid that persists for the whole game
are you sure? it lines up very closely
yes
and if it is it doesn't align with any other trasverability map
it's a different resolution but it looks like it's measuring slope
that is not the same thing as where units can traverse
so you're just being pedantic?
it's showing areas that are too steep for bots to walk up, where the commander would presumably get stuck if you placed there
can you prove it?
Go play a glitters map
I would never
and walk up the side of one
well, that's what this is. and commanders can walk up farther than that
do it on any map lol
the in game display looks about as permissive to me
can you not see that it's a very close match?
it may be rendered or calculated differently but this is clearly the intent?
it sounds like you're just being contrarian
I wish I was on a computer so I could do an image analysis
but you can see they don't match up
like, what do you think is the more likely explanation? that striped lines appeared nearly exactly corresponding to the purple because of a bug? or someone wanted to show steep slopes and any rendering differences are due to differences in interpolation or resolution or something like that?
would make more sense to show where veh can't go and it would fix the issue with new players not knowing in advance when picking their spawn
suppose you could show two colours or something
this helps for avoiding the commander stuck thing though
one of them is leaving out information is the problem
also, a different color would be much better than that shading
striped pattern icky
especially for players that are not playing overhead view