I see this as a bit of an issue. The texture gives the impression that bots can only walk on the green areas yet they are able to cut across the lower cliff.
FLOZi wrote:
Same issue applies with S44 infantry, fwiw.
smoth wrote:
then have the devs tweak what the pathing visual actually means. because to me, red means red... so I tell you what, I will adjust the texture the better match the actual slope intolerance, when the devs do the same.
The f2 view is difficult to discern pathing.
request: change from a gradient to have color bands:
- passable - passable with slowdown - UNPASSABLE.
I don't care about the colors just need some way to see what is actually passable.
it would be a great help to mappers, content devs working on movement classes and players trying to discern
I don't know if it's the case for smoth, but red-green color blindness is common enough. So making the impassable areas blue for example, would make it clear for everyone better than just a different red shade.
I suggest we move towards a deep dark red almost black for unpassable, with a hard cut off, then for the rest, a gradient of light green with a tint of blue for passable, and a darker purple for semi passable:
To me the big problem is that it's gradual. Why is it gradual? Passability isn't gradual - either the unit can go there or it can't. Full-speed-to-slowdown should be gradual, but slow-vs-impassable isn't gradual.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Until this (maybe) gets fixed: You can use a test unit with slopeMod=0 to check your maps for pathing. That gives very clear red/green borders with no gradient.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Google_Frog wrote:
Quote:
- passable - passable with slowdown - UNPASSABLE.
These 3 things are very clear to me from your image. Although a completely different colour for UNPASSABLE wouldn't be a bad thing.
Same here, but I also see the point of the OP.
Here is an interesting footnote. The allterrains in evo have a slope tolerance of 60 iirc (which means they can quite literally go up 90 degree slopes), but still, slopemods actually do affect them. I consider this a feature, a really nice one for that matter, but I always thought it was curious. I assume that by setting a unit to 360 degree slope tolerance, the entire pathing map would be very green.
If it were an artistic endeavour I would not have chosen butt ugly colours.
You asked for improved colours because what we have is not clear enough to discern accurately, I provided a suggestion.
Green with a tint of blue: Because green means go in most cultures, and the blue differentiates it for colour blind people, look at the green in traffic lights
Purple: Because Orange is too close to red, and it's not that close to green
Dark red: because it contrasts heavily with the other two colours.
It also sets up dark as impassable and light as passable as a secondary mechanic for gauging passability, rather than relying purely on colour.
If I wanted an artistic alternative: I would draw an opaque red line around the impassable areas, with a 50% translucent red area covering anything that wasn't impassable or totally passable.
Whatever helps colour blind people normally helps people who aren't colour blind. In this case it's the dual scheme of colour and luminosity.
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