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I think about 2 years ago ezQuake came out with some sort of spectator radar system that does a 2D overlay:

Now as far as I know, these minimaps are probably noclip + gl_clear 1 screenshots of some sort made in an image editor so it would only work on levels where someone made one.
I have a concept idea that hasn't been tested yet but I probably will soon.
Now, this concept isn't for Quake, but for total conversion ideas and having a mini-map HUD element is rather common in games.
1. Using glscalef, alter all 3D game data to have a very small z size. This will turn the map representation into a very thin 3 object and it probably must remain 3d to avoid z-fighting.
2. Determine some method to "capture" the screen without displaying it via SwapBuffers. Do this upon level load to have the texture created. I'm still learning so I don't know if the first part is possible. If not, then at least it could really help a developer make a 2d "map" of the entire map.
3. Some sort of scale information would have to be stored or calculated for sure including a way to identify where 0,0 is.
4. An interesting extension of this idea, if it is ultimately workable would be to generate additional "2d map representation" textures based on the z location or even have some sort of QuakeC extension to update the "2d map representation" if a major in-game change occurred like the lowering of a bridge.
Raw concept, but I'd like to try it out. The idea of having some sort of brainless [=no work for a map author] mini-maps available is something I think would be useful.
