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Active: 2017 users

SC:R Launch Detected - Page 2

Forum Index > BW General
973 CommentsPost a Reply
Prev 1 2 3 4 5 47 48 49 Next All
BisuDagger
Profile Blog Joined October 2009
Bisutopia19352 Posts
June 30 2017 13:05 GMT
#21
On June 30 2017 21:55 R1CH wrote:
"TL: There has been negative feedback that some of the new models, especially the Archon." seems like an incomplete question. What was the feedback?

That's the extent of that statement. Since this is a transcriber oral interview I'm sure it sounded better with an audible influx.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
R1CH
Profile Blog Joined May 2007
Netherlands10342 Posts
June 30 2017 13:07 GMT
#22
It still doesn't make sense to me. Is it supposed to be about instead of that?
AdministratorTwitter: @R1CH_TL
TL+ Member
BisuDagger
Profile Blog Joined October 2009
Bisutopia19352 Posts
June 30 2017 13:16 GMT
#23
On June 30 2017 22:07 R1CH wrote:
It still doesn't make sense to me. Is it supposed to be about instead of that?

Hahaha, you are correct. I kept correcting it in my head by substituting "about". I'll fix that.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
imre
Profile Blog Joined November 2011
France9263 Posts
June 30 2017 13:35 GMT
#24
Observer improvements have been terrible for SC2 casting which is 90% made of reading on screen info. Glad they're not going on this track.
Zest fanboy.
SCC-Faust
Profile Blog Joined November 2007
United States3736 Posts
June 30 2017 13:40 GMT
#25
On June 30 2017 20:54 opisska wrote:
I still don't understand what is the point of this whole thing when they aren't changing almost anything. We have known for a while that it wouldn't solve the reasons why I don't want to play BW and it apparently also is not going to address much of the reasons I don't want to watch it (apart from the terrible old graphics).


From the very day they announced SC:R, they said they wanted to keep a lot of the core concepts the same. You are not their target demographic. And the whole point of it is a lot of people enjoy StarCraft: Brood War. Fish server peaked at 15-20k people a day before SC:R was even announced, and I can only assume it is more now. That is literally 1/10th of the current active 1v1 users on SC2 all logged in at once. I'm pretty sure more Koreans play StarCraft: Brood War than StarCraft 2. I have noticed a lot of hostility on reddit and teamliquid from SC2-exclusive players who are probably upset that the descending state of their game might dwindle even further with StarCraft: Remastered coming out. I don't even think it will, but that is the impression I'm getting from people coming in topics for a game they don't even plan on trying or watching just to complain. It looks sadly pathetic.

+ Show Spoiler +
From early January snapshot of active log-ins on Fish Server
[image loading]

Current 1v1 ranked population on SC2
http://www.rankedftw.com/stats/population/1v1/#v=2&r=-2&sy=c&sx=a
[image loading]
I want to fuck Soulkey with a Zelderan.
IntoTheStorm
Profile Blog Joined October 2016
116 Posts
June 30 2017 13:55 GMT
#26
On June 30 2017 20:54 opisska wrote:
There is so much shit like that across SC2, so I should be happy that the BW guys also get a taste of the brave new world.

So, because there are some things you consider crappy in the game that you like and they are making you miserable, you will be happy if another game makes the other fans miserable... This is a common trend among us, Slavic folk, we never seem to be able to not be envious of another man's happiness. So sad, imo.

On June 30 2017 20:54 opisska wrote:
I still don't understand what is the point of this whole thing when they aren't changing almost anything. We have known for a while that it wouldn't solve the reasons why I don't want to play BW and it apparently also is not going to address much of the reasons I don't want to watch it (apart from the terrible old graphics).

Ah, then I guess you should've mailed the Classic team at Blizzard and told them what exactly is stopping you from enjoying this 19 year old game so they could, you know, buff the graphics in 3d, balance the gameplay somehow, put mbs, automining in, I don't know, make it more palatable for you.
jcr2001
Profile Blog Joined August 2004
Singapore53 Posts
June 30 2017 14:07 GMT
#27
I have no complaints, but is it just me that I get irked by the Protoss interface?
In the part between unit selections and the minimap at the bottom left, it looks like there are six 0s (zeroes) for each of the Protoss icons. :p I just can't seem to unsee it.

Picture for reference:
+ Show Spoiler +
[image loading]
Little-Chimp
Profile Joined February 2008
Canada949 Posts
Last Edited: 2017-06-30 14:42:27
June 30 2017 14:29 GMT
#28
Wow that's cheap, nice price. So does "similar ladder to SC2" imply matchmaking?

Edit: nvm it's confirmed on their main page
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6968 Posts
June 30 2017 14:50 GMT
#29
is there a part 2 of the interview ?
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2017-06-30 14:54:28
June 30 2017 14:51 GMT
#30
On June 30 2017 22:40 SCC-Faust wrote:
Show nested quote +
On June 30 2017 20:54 opisska wrote:
I still don't understand what is the point of this whole thing when they aren't changing almost anything. We have known for a while that it wouldn't solve the reasons why I don't want to play BW and it apparently also is not going to address much of the reasons I don't want to watch it (apart from the terrible old graphics).


From the very day they announced SC:R, they said they wanted to keep a lot of the core concepts the same. You are not their target demographic. And the whole point of it is a lot of people enjoy StarCraft: Brood War. Fish server peaked at 15-20k people a day before SC:R was even announced, and I can only assume it is more now. That is literally 1/10th of the current active 1v1 users on SC2 all logged in at once. I'm pretty sure more Koreans play StarCraft: Brood War than StarCraft 2. I have noticed a lot of hostility on reddit and teamliquid from SC2-exclusive players who are probably upset that the descending state of their game might dwindle even further with StarCraft: Remastered coming out. I don't even think it will, but that is the impression I'm getting from people coming in topics for a game they don't even plan on trying or watching just to complain. It looks sadly pathetic.

+ Show Spoiler +
From early January snapshot of active log-ins on Fish Server
[image loading]

Current 1v1 ranked population on SC2
http://www.rankedftw.com/stats/population/1v1/#v=2&r=-2&sy=c&sx=a
[image loading]

From my point of view while I still don't exactly trust Blizzard to get all of this reasonably right the amount of "Yeah but that's not going to make me finally want to play BW!" that I'm seeing thrown around tells me that this is going in the direction they promised and that I'd love to see realized.

I want to be able to enjoy BW on a modern OS without much hassle, so from my point of view 1.18 with a ladder and a functioning anti-cheat would have done the trick already. While SC:R does include some things I can understand as necessary evils to bring it to the modern age (Hotkey remapping for patrol/hold or widescreen come to mind) it overall seems like a decent package so far.

The last bit I'm hoping that makes it in are three graphics modes: 4:3 "original" as well as widescreen with both the old and the HD models. Would be a shame if I felt forced into using the HD models simply due to the aspect ratios. The difference in screen estate is pretty massive in the end - hell the difference between 16-9 and 16-10 is already rough for competitive games in general.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2017-06-30 15:12:52
June 30 2017 15:10 GMT
#31
The lack of observer tools creates suspense? Way to dig deep and find that silver lining. So when is SC2 going to get the suspense treatment and lose all the observer tools?

Also, will custom maps from BW be playable with SC:R? That is a pretty important feature for bringing people a long.
Tadah
Profile Joined February 2010
Sweden120 Posts
Last Edited: 2017-06-30 20:52:02
June 30 2017 15:11 GMT
#32
A MESSAGE TO THE BLIZZARD SC:R TEAM

So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:

- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on".
Secondly, it makes them look fat and quite honestly, goofy.

- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.

A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.

- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.

1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.

2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewer's/player's senses - just the way it should be.

Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths of Zealots, Marines, Zerglings and Ultralisks have all been changed dramatically for the worse.

Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming from the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.

In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW

THANKS.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
June 30 2017 15:12 GMT
#33
On July 01 2017 00:10 BronzeKnee wrote:
The lack of observer tools creates suspense? Way to dig deep and find that silver lining.

So when is SC2 going to get the suspense treatment and lose all the observer tools?

to be fair i have actually heard people say stuff like that when saying that scbw has a better viewing experience.. i have never heard a point by point explanation of it though, especially since the later broadcasts from like 2008+ had unit counters and the such
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
ldv
Profile Blog Joined April 2017
United States103 Posts
June 30 2017 15:45 GMT
#34
On July 01 2017 00:11 Tadah wrote:
A MESSAGE TO THE BLIZZARD SC:R TEAM

So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:

- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on".
Secondly, it makes them look fat and quite honestly, goofy.

- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.

A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.


- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.

1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.

2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewers/players senses - just the way it should be.

Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths Zealots, Marines, Zerglings and Ultralisk have all been changed dramtically for the worse.

Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming form the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.

In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW

THANKS.

blizzard doesn't read this forum and even if they did your condescending attitude probably wouldn't go over too well.
Vasoline73
Profile Blog Joined February 2008
United States7974 Posts
June 30 2017 15:54 GMT
#35
I am neutral about the observer features but I don't doubt that if they were offered tournaments would display the maximum amount of info available.

If they wanted to keep the "mystery" not having options was probably best.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19352 Posts
June 30 2017 16:03 GMT
#36
On July 01 2017 00:45 ldv wrote:
Show nested quote +
On July 01 2017 00:11 Tadah wrote:
A MESSAGE TO THE BLIZZARD SC:R TEAM

So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:

- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on".
Secondly, it makes them look fat and quite honestly, goofy.

- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.

A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.


- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.

1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.

2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewers/players senses - just the way it should be.

Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths Zealots, Marines, Zerglings and Ultralisk have all been changed dramtically for the worse.

Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming form the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.

In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW

THANKS.

blizzard doesn't read this forum and even if they did your condescending attitude probably wouldn't go over too well.

Blizzard does read the TL forums. SC2 Community Feedback Updates has proven that. Also, aside from the bolded sentence at the end I thought the poster shared their thoughts in a reasonable manor. you could try replying with counterpoints if you disagree with the posted though. It my just be me, but I dream of a day where we all stop responding to each other because we have something negative to say about someone else's post. Please be constructive guys, I know you are all capable of better posting on TL then what has transpired over the last month.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
ldv
Profile Blog Joined April 2017
United States103 Posts
June 30 2017 16:04 GMT
#37
On July 01 2017 01:03 BisuDagger wrote:
Show nested quote +
On July 01 2017 00:45 ldv wrote:
On July 01 2017 00:11 Tadah wrote:
A MESSAGE TO THE BLIZZARD SC:R TEAM

So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:

- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on".
Secondly, it makes them look fat and quite honestly, goofy.

- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.

A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.


- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.

1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.

2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewers/players senses - just the way it should be.

Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths Zealots, Marines, Zerglings and Ultralisk have all been changed dramtically for the worse.

Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming form the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.

In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW

THANKS.

blizzard doesn't read this forum and even if they did your condescending attitude probably wouldn't go over too well.

Blizzard does read the TL forums. SC2 Community Feedback Updates has proven that. Also, aside from the bolded sentence at the end I thought the poster shared their thoughts in a reasonable manor. you could try replying with counterpoints if you disagree with the posted though. It my just be me, but I dream of a day where we all stop responding to each other because we have something negative to say about someone else's post. Please be constructive guys, I know you are all capable of better posting on TL then what has transpired over the last month.

i thought i was being constructive. good points were spoiled by the petty jab at the end.
Tadah
Profile Joined February 2010
Sweden120 Posts
June 30 2017 16:23 GMT
#38
On July 01 2017 00:45 ldv wrote:
Show nested quote +
On July 01 2017 00:11 Tadah wrote:
A MESSAGE TO THE BLIZZARD SC:R TEAM

So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:

- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on".
Secondly, it makes them look fat and quite honestly, goofy.

- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.

A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.


- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.

1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.

2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewers/players senses - just the way it should be.

Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths Zealots, Marines, Zerglings and Ultralisk have all been changed dramtically for the worse.

Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming form the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.

In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW

THANKS.

blizzard doesn't read this forum and even if they did your condescending attitude probably wouldn't go over too well.


There was no condescension on my part. Was appropriately polite and respectful throughout. I don't think you have any idea whether they read this forum or not, the fact that this is the largest foreign BW forum on the internet makes me think they actually do, hence my post.
ldv
Profile Blog Joined April 2017
United States103 Posts
June 30 2017 16:24 GMT
#39
On July 01 2017 01:23 Tadah wrote:
Show nested quote +
On July 01 2017 00:45 ldv wrote:
On July 01 2017 00:11 Tadah wrote:
A MESSAGE TO THE BLIZZARD SC:R TEAM

So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:

- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on".
Secondly, it makes them look fat and quite honestly, goofy.

- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.

A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.


- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.

1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.

2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewers/players senses - just the way it should be.

Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths Zealots, Marines, Zerglings and Ultralisk have all been changed dramtically for the worse.

Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming form the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.

In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW

THANKS.

blizzard doesn't read this forum and even if they did your condescending attitude probably wouldn't go over too well.


There was no condescension on my part. Was appropriately polite and respectful throughout. I don't think you have any idea whether they read this forum or not, the fact that this is the largest foreign BW forum on the internet makes me think they actually do, hence my post.

uhhhhhhh... okay.


User was warned for this post
PntBttr
Profile Joined April 2017
7 Posts
June 30 2017 17:05 GMT
#40
On July 01 2017 00:11 Tadah wrote:
A MESSAGE TO THE BLIZZARD SC:R TEAM

So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:

- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on".
Secondly, it makes them look fat and quite honestly, goofy.

- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.

A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.


- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.

1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.

2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewer's/player's senses - just the way it should be.

Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths of Zealots, Marines, Zerglings and Ultralisk have all been changed dramatically for the worse.

Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming from the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.

In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW

THANKS.

Oi vey somebody got told their opinion was important and really took it to heart.

User was warned for this post
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