Transport Fever 2

Transport Fever 2

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letrou Dec 12, 2019 @ 1:13am
Finally, an ingame mini-map!
Ok, so... not really. But at least now I can take a screenshot of the map generation page, then crop it and paste it in MS Paint, then type the city names over each city icon and put MS Paint images representing the needed items, for example a yellow square that means goods, but... at least I have a "mini-map" up in MSPaint on a different monitor which is better than what I had for TF1. :steamfacepalm:
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Showing 1-9 of 9 comments
neldot Dec 12, 2019 @ 1:27am 
You just reminded me that a minimap was another feature requested to the Devs since the publishing of Train Fever that they never delivered (despite being a very easy one to do). But you're right, at least we have the editor map now.
SlimNasty™ Dec 12, 2019 @ 6:11am 
I don't see why anyone would need a minimap everything appears directly on the map, you have overlays to help with important data layers and menu's for other important information for vehicles, towns etc...?
letrou Dec 15, 2019 @ 11:17am 
You can see everything by scrolling to the edges of a large or huge map, but can't get a good picture of it all together at once in any form. "does something to the north need food?" ...scrolls slowly to the north, but miss the city just offscreen to the east as you do so, then realize as later after you've built your network that that city needed food too. If you don't have a good overview of your full regional transportation system it's going to be that much more frustrating.
Dan Dec 15, 2019 @ 11:31am 
Agreed, while I don't think a minimap would actually be the best solution, if they're going to present all of the information directly on the map itself, then you should be able to zoom out to the point of framing the entire map on screen, directly from above (without it disappearing into haze/fog), and be able to show lines/stations/etc as some kind of graphical overlay rather than a faint few pixels on the landscape.
You'd also need some way to declutter town/industry/station markers at that range, so maybe they'd be represented by graphic dots that you could mouse-over for more details.

In general, an adaptive, responsive UI that can convey a lot of information in elegant, customizable ways.
Last edited by Dan; Dec 15, 2019 @ 11:32am
letrou Dec 15, 2019 @ 7:16pm 
I agree, a fully functional zoom-out like this would be an even better solution than a minimap. The current zoomed out map is bad enough that, in the tropical maps where the AI draws inexplicably long bridges between islands, those bridges don't even appear until they are centered into the middle third or so of the screen. So there's a long way to go to make that all work.

Don't get me wrong, I love the game and can't stop playing it! Which is why I care about these things :)
µBunny Nov 2, 2022 @ 10:22pm 
I don't really see a point to have a minimap in a game where you can move around on the map quickly, turn and pan the camera to give you all the awareness you want. Add a far render mod and all that becomes even better.

So.. nope, I don't see a point of a minimap.
Last edited by µBunny; Nov 2, 2022 @ 10:23pm
lemming3k Nov 2, 2022 @ 10:32pm 
Holy necro Batman!
Dan Nov 3, 2022 @ 12:01pm 
Originally posted by µBunny:
I don't really see a point to have a minimap in a game where you can move around on the map quickly, turn and pan the camera to give you all the awareness you want. Add a far render mod and all that becomes even better.

So.. nope, I don't see a point of a minimap.

So... sort of the same point I made 3 years ago? :-P
Tsubame ⭐ Nov 3, 2022 @ 5:21pm 
There is the camera tool you can use to zoom far out, best used in conjunction with mods that take the fog out. You can still use the top left overlays on camera mode. Good for a quick overview of the map.

https://steamcommunity.com/sharedfiles/filedetails/?id=2859416454
Last edited by Tsubame ⭐; Nov 3, 2022 @ 5:33pm
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Date Posted: Dec 12, 2019 @ 1:13am
Posts: 9