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New Zerg Victory Screen - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 All
Cele
Profile Blog Joined December 2008
Germany4016 Posts
May 27 2017 17:34 GMT
#21
don't like it, the old one is better. What's up with all the flames and the darkness of the picture?
Broodwar for life!
JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 27 2017 17:54 GMT
#22
On May 28 2017 02:23 Luddite wrote:
I always thought the Hydra looks weird, both old and new. It's supposed to be a ranged attacking unit, but they draw it like it's a melee attacker (heavily leaning on the design from the Alien movies...). I can't imagine that thing shooting spines out of its chest, or spitting acid, or whatever it's supposed to do.


Yeah wtf do they even do when they attack? Their spines open up or something like that? And I think the original devs said that the Zerg was inspired by the Alien movies iirc. I have a feeling that the hydralisk was probably one of the first Zerg units to be designed (it's on the cover art for the original game and represents the race for mission select/campaign.)
www.broodwarmaps.net
ortseam
Profile Joined April 2015
996 Posts
May 27 2017 18:41 GMT
#23
On May 27 2017 22:16 c3rberUs wrote:
b) guardians at the back

LOL
Freakling
Profile Joined October 2012
Germany1526 Posts
May 27 2017 19:45 GMT
#24
On May 28 2017 02:54 JungleTerrain wrote:
Show nested quote +
On May 28 2017 02:23 Luddite wrote:
I always thought the Hydra looks weird, both old and new. It's supposed to be a ranged attacking unit, but they draw it like it's a melee attacker (heavily leaning on the design from the Alien movies...). I can't imagine that thing shooting spines out of its chest, or spitting acid, or whatever it's supposed to do.


Yeah wtf do they even do when they attack? Their spines open up or something like that? And I think the original devs said that the Zerg was inspired by the Alien movies iirc. I have a feeling that the hydralisk was probably one of the first Zerg units to be designed (it's on the cover art for the original game and represents the race for mission select/campaign.)


Why not? It looks a bit like a cobra, doesn't it? There are cobras who do actually spit their poison. And flinging irritating hairs around as a defence mechanism is common among bird spiders...
arb
Profile Blog Joined April 2008
Noobville17920 Posts
May 27 2017 20:05 GMT
#25
On May 28 2017 02:54 JungleTerrain wrote:
Show nested quote +
On May 28 2017 02:23 Luddite wrote:
I always thought the Hydra looks weird, both old and new. It's supposed to be a ranged attacking unit, but they draw it like it's a melee attacker (heavily leaning on the design from the Alien movies...). I can't imagine that thing shooting spines out of its chest, or spitting acid, or whatever it's supposed to do.


Yeah wtf do they even do when they attack? Their spines open up or something like that? And I think the original devs said that the Zerg was inspired by the Alien movies iirc. I have a feeling that the hydralisk was probably one of the first Zerg units to be designed (it's on the cover art for the original game and represents the race for mission select/campaign.)

Actually remember reading somewhere they open up behind their head or something and shoot spines its not actually spit like it looks in SC1 but closer to how it looks in SC2
Artillery spawned from the forges of Hell
Tuth
Profile Joined December 2009
Poland29 Posts
May 27 2017 20:58 GMT
#26
This art inspired me to collect my thoughts on the art design that in my mind is a failure in SC2 and now it starts plaguing SC:R.

The first problem that I see specifically connected with the Zerg art design is that in SC they resemble insects a lot. In SC2 they changed that to Zerg being more like some kind of mutants: they have more fleshy look rather than chitin-like look of SC.

The second problem is over-complexity, or adding too much detail. This one can be seen in art design a lot nowadays. It feels like graphic designers don't like smooth surfaces, or textures. Just look at the new Hydralisk's claws: they have some lines, spots and dots all over it, for no reason, but to look cool. Similarly, its head has some bumps all over it and that fire, which is supposed to make it more "epic"? There's too much stuff going on on that image. I personally prefer simplicity and clarity: a clean, sharp blade, rather than wild hacking axe.
Release, Revolve, Renew.
Freakling
Profile Joined October 2012
Germany1526 Posts
May 27 2017 22:13 GMT
#27
On May 28 2017 05:05 arb wrote:
Show nested quote +
On May 28 2017 02:54 JungleTerrain wrote:
On May 28 2017 02:23 Luddite wrote:
I always thought the Hydra looks weird, both old and new. It's supposed to be a ranged attacking unit, but they draw it like it's a melee attacker (heavily leaning on the design from the Alien movies...). I can't imagine that thing shooting spines out of its chest, or spitting acid, or whatever it's supposed to do.


Yeah wtf do they even do when they attack? Their spines open up or something like that? And I think the original devs said that the Zerg was inspired by the Alien movies iirc. I have a feeling that the hydralisk was probably one of the first Zerg units to be designed (it's on the cover art for the original game and represents the race for mission select/campaign.)

Actually remember reading somewhere they open up behind their head or something and shoot spines its not actually spit like it looks in SC1 but closer to how it looks in SC2

If you look closely you can actually see that happening with the BW in-game sprite as well.

On May 28 2017 05:58 Tuth wrote:
This art inspired me to collect my thoughts on the art design that in my mind is a failure in SC2 and now it starts plaguing SC:R.

The first problem that I see specifically connected with the Zerg art design is that in SC they resemble insects a lot. In SC2 they changed that to Zerg being more like some kind of mutants: they have more fleshy look rather than chitin-like look of SC.

The second problem is over-complexity, or adding too much detail. This one can be seen in art design a lot nowadays. It feels like graphic designers don't like smooth surfaces, or textures. Just look at the new Hydralisk's claws: they have some lines, spots and dots all over it, for no reason, but to look cool. Similarly, its head has some bumps all over it and that fire, which is supposed to make it more "epic"? There's too much stuff going on on that image. I personally prefer simplicity and clarity: a clean, sharp blade, rather than wild hacking axe.

Yes. They forget that an elegant, simple and efficient design is usually more realistic and aesthetically pleasing.
I can kind of see them just trying to match the Hydra's appearance closer to the in-game sprite (which has a somwhat wider head and spikes along its body), but there is probably good reasons why the in-game sprite was altered from the original design which are purely gameplay-related and not aesthetical: The simple, sleek snake-like appearance simply offers too little defining features and bigger areas to slab player colours on when displayed in that pixelated, low-resolution form. So they added spikes as easily discernible features and a more bulky head section to give it more definition in frontal view and a well-visible place to add player colours.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
May 27 2017 22:14 GMT
#28
On May 28 2017 05:58 Tuth wrote:
This art inspired me to collect my thoughts on the art design that in my mind is a failure in SC2 and now it starts plaguing SC:R.

The first problem that I see specifically connected with the Zerg art design is that in SC they resemble insects a lot. In SC2 they changed that to Zerg being more like some kind of mutants: they have more fleshy look rather than chitin-like look of SC.

The second problem is over-complexity, or adding too much detail. This one can be seen in art design a lot nowadays. It feels like graphic designers don't like smooth surfaces, or textures. Just look at the new Hydralisk's claws: they have some lines, spots and dots all over it, for no reason, but to look cool. Similarly, its head has some bumps all over it and that fire, which is supposed to make it more "epic"? There's too much stuff going on on that image. I personally prefer simplicity and clarity: a clean, sharp blade, rather than wild hacking axe.


There's (was?) a dude at Blizzard named Samwise who got semi-iconic status after WoW. He's an artist and his style is about ultra buff men, half-naked women and lots of unnecessary detail everywhere. He wasn't around (or thankfully wasn't being asked) when SC1 was made. Now every Blizzard title has the same stupid art style with everything looking like Tychus and a half.
You want 20 good men, but you need a bad pussy.
Woobz
Profile Joined August 2016
Canada23 Posts
Last Edited: 2017-05-27 23:17:01
May 27 2017 23:15 GMT
#29
On May 28 2017 07:14 BluzMan wrote:
Show nested quote +
On May 28 2017 05:58 Tuth wrote:
This art inspired me to collect my thoughts on the art design that in my mind is a failure in SC2 and now it starts plaguing SC:R.

The first problem that I see specifically connected with the Zerg art design is that in SC they resemble insects a lot. In SC2 they changed that to Zerg being more like some kind of mutants: they have more fleshy look rather than chitin-like look of SC.

The second problem is over-complexity, or adding too much detail. This one can be seen in art design a lot nowadays. It feels like graphic designers don't like smooth surfaces, or textures. Just look at the new Hydralisk's claws: they have some lines, spots and dots all over it, for no reason, but to look cool. Similarly, its head has some bumps all over it and that fire, which is supposed to make it more "epic"? There's too much stuff going on on that image. I personally prefer simplicity and clarity: a clean, sharp blade, rather than wild hacking axe.


There's (was?) a dude at Blizzard named Samwise who got semi-iconic status after WoW. He's an artist and his style is about ultra buff men, half-naked women and lots of unnecessary detail everywhere. He wasn't around (or thankfully wasn't being asked) when SC1 was made. Now every Blizzard title has the same stupid art style with everything looking like Tychus and a half.


uhh... Samwise has been at Blizzard since 1992 and definitely did concepts for SC1. You can easily find concepts he did for the Ghost, Infested Terran, Zergling, etc.

The exaggerated style that Blizzard uses became prominent with WC3/WoW and by the time they started making other games again it was a defining factor of the studio.
TT1
Profile Blog Joined December 2008
Canada9991 Posts
May 27 2017 23:34 GMT
#30
On May 27 2017 18:36 razorsuKe wrote:
Show nested quote +
On May 27 2017 11:34 GGzerG wrote:
Looks really well done, can't wait to see the Protoss one as well now.


Probably one of these but touched up?

[image loading]

[image loading]




i really like the 2nd pic, i have it as my twitch portrait lol
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
blade55555
Profile Blog Joined March 2009
United States17423 Posts
May 27 2017 23:57 GMT
#31
Seems good to me, not like I ever pay attention to that anyway .
When I think of something else, something will go here
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