A "lower resolution" style for a minimap?

Most of the tutorials on minimaps simply just have a camera place at the top of the scene, and then have it rendered on a texture. But the problem with this is the minimap is an exact copy of the scene.

In most most games, the minimap are not an exact scene shot of the scene. The map of the scene is represented with graphics.

For example, the actual scene of WOW looks like this:

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In its minimap, however, it does not look like the actual real scene.

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I know how to get the icons for the different units to show up on the mini map. What I am more concern is how to display the terrain on the map more like the way the minimaps in C&C Generals and Warcraft did.

In C&C for example, its actual scene looks like this:

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However, its mini map looks only like this:

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In C&C Generals and Warcraft 3, their minimaps are not an exact shot from the game’s scene. The minimaps are still reflecting the terrain in the game, but are represented in a “lower resolution” style of the terrain. I am interested in knowing how I can do the same in Unity.

I am also assuming that it is more resource-friendly when not having the minimap to reflect exactly as how the actual scene looks since the actual scene usually is heavier. The map, in the C&C and Warcraft style, appears to be of “lower resolution”, and looks “lighter”. This could also be the reason why the minimaps were created in this way.

So, how can I create a minimap that shows the terrain in a game, but have the terrain be represented in a “lower resolution” style, like Generals and Warcraft?

Put things in different layers and use the camera culling mask to define what should be seen by each camera (regular and minimap). For example, you can add a plane faced up over each character, and set his layer to MINIMAP. Now you can set your regular camera do not show the MINIMAP layer while the minimap camera does.

dude, I am still wondering if you are using Unity’s “TERRAIN” system.

big games like C&C are NOT done with a system like that.

basically someone just draws, builds the whole world, you know? that whole level.

Now, the mini-map is simply … another drawing. it’s really just a separate, different drawing.

it’s that simple.

the level itself is just a big drawing / model that someone made. And, the mini-map is just a drawing (smaller) that someone made.

This is exactly how the two examples you gave are done.

(TBC the minimap is a really big pile of code and so on. it has it’s own code to show little icons on the mini-map, move things around, etc. OR the minimap could be achieved as Henrique explains, just using another camera on your same “actual level”. But in both the examples you gave the mini-map is just a totally different thing. it is its own little entity.)

“The thing I don’t understand, however, is to have “friendlier” “low resolution” style for the terrain on the map” … possibly, are you fmailiar with the whole “layers” system which Henrique mentions ?

I hope this helps !!