Difference between revisions of "Minimap"
DxAxxxTyriel (talk | contribs) |
(→Minimap in Diablo II) |
||
Line 10: | Line 10: | ||
==Minimap in Diablo II== | ==Minimap in Diablo II== | ||
− | Diablo 2 had a large transparent minimap, that covered the centre of the screen. It showed the player various important places, such as [[Waypoint]]s, [[Shrine]]s and caves. | + | Diablo 2 had a large transparent minimap, that covered the centre of the screen. It showed the player various important places, such as [[Waypoint]]s, [[Shrine]]s and caves. In addition to the transparent overlay, there was also an option to have the minimap condensed and situated in the upper-corner of the screen. This way, the minimap took up less space on the screen, but the map itself (which was designed to be used as an overlay) became slightly "crushed" and could be hard to read in certain areas.<br><br> |
− | + | The game offered options for user control, including location of the minimap, level of opacity, and also the option to have the immediate area surrounding the player be completely opaque for the overlay, which would obfuscate less of the game field. | |
==References== | ==References== |
Revision as of 04:00, 29 October 2010
A Minimap is a small map, that shows the player the immediate area around her.
Minimap in Diablo 3
In the GamesCom 2009 gameplay video, the minimap can be clearly seen in the top right corner, it is much smaller than the one in Diablo 2. It is unknown if it can be edited by some options like the map in Diablo 2, which could be made transparent, opaque, smaller or bigger to a certain degree.
Minimap in Diablo II
Diablo 2 had a large transparent minimap, that covered the centre of the screen. It showed the player various important places, such as Waypoints, Shrines and caves. In addition to the transparent overlay, there was also an option to have the minimap condensed and situated in the upper-corner of the screen. This way, the minimap took up less space on the screen, but the map itself (which was designed to be used as an overlay) became slightly "crushed" and could be hard to read in certain areas.
The game offered options for user control, including location of the minimap, level of opacity, and also the option to have the immediate area surrounding the player be completely opaque for the overlay, which would obfuscate less of the game field.