Quote from Kaias
For complex systems, text based menus are a very viable option. In multiplayer maps you can use the leaderboard (if it's free) to show whether a player is in menu or not. That or some other method should help alleviate the communication problems.
Lethal and I used an extensive text-based system in Nightfall a few years ago. I've uploaded a video of it (and a little extra):
The items were represented by units but interacted with textually. When the Menu is brought up, the items are removed so that they don't cause any interference with the clicking. The menu was not at all complete (e.g. database was functional but empty). For the record, Nightfall didn't use EUDs in any way.
Lethal and I used an extensive text-based system in Nightfall a few years ago. I've uploaded a video of it (and a little extra):
The items were represented by units but interacted with textually. When the Menu is brought up, the items are removed so that they don't cause any interference with the clicking. The menu was not at all complete (e.g. database was functional but empty). For the record, Nightfall didn't use EUDs in any way.
That menu looks real good, the complete map would be a powerhouse no doubt but uh..how did you get that black player color to look right on the Ghost? I can get it to show in the editor but it's always corrupted in-game, like most unusual player colors.
🤙🏾