* In most cases you are going to add maptext objects to overlays. overlays do not properly update, which means you have to remove the overlay, change the text, then re-add the overlay.
Please elaborate on this with a bug report. If you are changing maptext and it isn't updating because it's on an overlay, then that's a bug.
* Controlling who can see maptext is a pain in the ass that requires an awkward application of /images
I'm not sure how else we'd do it since /image is the defacto class for controlling client-specific visibility. We're just treating maptext like any other appearance object (eg, icons).
* In most cases, you are going to want a drop shadow and/or background so that the text is easily readable.
I think the main problem here is the stretching in hw-mode. Maptext looks pretty good at any scale in sw-mode in my tests, but on one of my machines is absolutely terrible in hw-mode (admittedly most graphics are terrible when stretched but it's especially bad for text since you have to be able to read it). I've been trying to figure that out.
* If you could set maptext_x/y, you could actually use the default maptext of an atom to display at least 1 portion of text on it, instead of having to use a separate object for practically every situation.
I figured you could just make a maptext object and control offset with step_x/y. Unless there is a huge need to merge the atom.icon with the atom.maptext (which could still be done with overlays), I don't see what the problem is.
In most cases I would expect the border to be part of the image, or an image itself.
And perform 4 more inefficient icon operations? =P
If anything, I'd say its actually the opposite of that.
Finding the general size of text are just some simple calculations
width = length(text) * estimated letter width
height = length(text) * estimated letter width / maptext_width * estimated letter height
The problem is that these aren't 100% accurate, (mainly the width, you should be able to get an accurate height) but because an i and w would commonly take up different widths, it will generally force you to overestimate the width.
This wouldn't really change that. In fact, I assume this would be processed by the client.
* For almost any practical use of maptext, you have to create an object of some type for it, but for some reason there wasn't a default type created for it
* In most cases you are going to add maptext objects to overlays. overlays do not properly update, which means you have to remove the overlay, change the text, then re-add the overlay.
* Controlling who can see maptext is a pain in the ass that requires an awkward application of /images
* In most cases, you are going to want a drop shadow and/or background so that the text is easily readable.
* If you could set maptext_x/y, you could actually use the default maptext of an atom to display at least 1 portion of text on it, instead of having to use a separate object for practically every situation.
* If text is too long it just gets completely cut off
* probably some other things
As Tom mentioned, that has been changed.
This isn't really something that needs to be an instead, but just something they should also include. You're pretty much going to need to make a /maptext type, having one by default would help get the point across.
Not really. Being able to do maptext="text" is still going to be used far more often than having to manually icon 50+ frames for letters, parse text, create and manage objects, etc. And it would probably still be more efficient.