i also hope the UI is skinnable since its valve
also for bad quality streams small font just doesnt work well, valve needs to consider this
Forum Index > General Games |
rabidch
United States20288 Posts
August 14 2011 07:00 GMT
#29801
i also hope the UI is skinnable since its valve also for bad quality streams small font just doesnt work well, valve needs to consider this | ||
NikonTC
United Kingdom418 Posts
August 14 2011 07:07 GMT
#29802
In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Second edit: This is a wild guess, but I bet that that UI is highly customisable ingame. I'd be suprised if you can't drag and drop skills into different quickbar slots and change the key assosciated with that slot on the fly. | ||
UniversalSnip
9871 Posts
August 14 2011 07:11 GMT
#29803
in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory | ||
LoLAdriankat
United States4307 Posts
August 14 2011 07:12 GMT
#29804
http://i56.tinypic.com/30k3r5g.jpg I like everything except for the UI (which probably isn't final, when you make a game, a nice UI is the last thing you make). However, I'm sure the fixed damage is going to stir up some controversey. | ||
rabidch
United States20288 Posts
August 14 2011 07:15 GMT
#29805
On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear Show nested quote + On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap, simple colors is the way to go. i didnt notice the fixed damage | ||
UniversalSnip
9871 Posts
August 14 2011 07:16 GMT
#29806
On August 14 2011 16:15 rabidch wrote: Show nested quote + On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue | ||
rabidch
United States20288 Posts
August 14 2011 07:24 GMT
#29807
On August 14 2011 16:16 UniversalSnip wrote: Show nested quote + On August 14 2011 16:15 rabidch wrote: On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue again, minimalism here is the best approach. if you need to know who it is know the colors | ||
NikonTC
United Kingdom418 Posts
August 14 2011 07:24 GMT
#29808
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dotamaster
104 Posts
August 14 2011 07:26 GMT
#29809
It's getting nearer and nearer ladies and gentlemen. From: http://dota2updates.blogspot.com/2011/08/dota-2-in-game-screenshot-doombringer.html IMG: http://i.imgur.com/pDSSw.jpg | ||
Looky
United States1608 Posts
August 14 2011 07:28 GMT
#29810
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UniversalSnip
9871 Posts
August 14 2011 07:28 GMT
#29811
On August 14 2011 16:24 rabidch wrote: Show nested quote + On August 14 2011 16:16 UniversalSnip wrote: On August 14 2011 16:15 rabidch wrote: On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue again, minimalism here is the best approach. if you need to know who it is know the colors well, i dunno why since you could just have portraits | ||
rabidch
United States20288 Posts
August 14 2011 07:30 GMT
#29812
On August 14 2011 16:28 UniversalSnip wrote: Show nested quote + On August 14 2011 16:24 rabidch wrote: On August 14 2011 16:16 UniversalSnip wrote: On August 14 2011 16:15 rabidch wrote: On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue again, minimalism here is the best approach. if you need to know who it is know the colors well, i dunno why since you could just have portraits because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are | ||
UniversalSnip
9871 Posts
August 14 2011 07:31 GMT
#29813
On August 14 2011 16:30 rabidch wrote: Show nested quote + On August 14 2011 16:28 UniversalSnip wrote: On August 14 2011 16:24 rabidch wrote: On August 14 2011 16:16 UniversalSnip wrote: On August 14 2011 16:15 rabidch wrote: On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue again, minimalism here is the best approach. if you need to know who it is know the colors well, i dunno why since you could just have portraits because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem | ||
rabidch
United States20288 Posts
August 14 2011 07:36 GMT
#29814
On August 14 2011 16:31 UniversalSnip wrote: Show nested quote + On August 14 2011 16:30 rabidch wrote: On August 14 2011 16:28 UniversalSnip wrote: On August 14 2011 16:24 rabidch wrote: On August 14 2011 16:16 UniversalSnip wrote: On August 14 2011 16:15 rabidch wrote: On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue again, minimalism here is the best approach. if you need to know who it is know the colors well, i dunno why since you could just have portraits because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem dota has non overlapping minimap icons, so i can easily see 2-4 colors even if they're all standing right on top of each other, if that was in portraits i wouldnt be able to see that. looking at the dota 2, i dont think its the right thing to do | ||
Angra
United States2652 Posts
August 14 2011 07:39 GMT
#29815
The second screenshot with doom bringer looks pretty nice graphics-wise though, since it's a bigger resolution screenshot. | ||
UniversalSnip
9871 Posts
August 14 2011 07:40 GMT
#29816
On August 14 2011 16:36 rabidch wrote: Show nested quote + On August 14 2011 16:31 UniversalSnip wrote: On August 14 2011 16:30 rabidch wrote: On August 14 2011 16:28 UniversalSnip wrote: On August 14 2011 16:24 rabidch wrote: On August 14 2011 16:16 UniversalSnip wrote: On August 14 2011 16:15 rabidch wrote: On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue again, minimalism here is the best approach. if you need to know who it is know the colors well, i dunno why since you could just have portraits because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem dota has non overlapping minimap icons, so i can easily see 2-4 colors even if they're all standing right on top of each other, if that was in portraits i wouldnt be able to see that. looking at the dota 2, i dont think its the right thing to do well I'm not gonna bother arguing with you any more but there is another game that does portraits and it doesn't cause the issue you are saying it does... period. so w/e | ||
GogoKodo
Canada1785 Posts
August 14 2011 07:43 GMT
#29817
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Angra
United States2652 Posts
August 14 2011 07:44 GMT
#29818
On August 14 2011 16:40 UniversalSnip wrote: Show nested quote + On August 14 2011 16:36 rabidch wrote: On August 14 2011 16:31 UniversalSnip wrote: On August 14 2011 16:30 rabidch wrote: On August 14 2011 16:28 UniversalSnip wrote: On August 14 2011 16:24 rabidch wrote: On August 14 2011 16:16 UniversalSnip wrote: On August 14 2011 16:15 rabidch wrote: On August 14 2011 16:11 UniversalSnip wrote: The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100% in game looks really nice though, should be very clear On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno... Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory portraits on the map is bad because things will overlap isn't really an issue again, minimalism here is the best approach. if you need to know who it is know the colors well, i dunno why since you could just have portraits because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem dota has non overlapping minimap icons, so i can easily see 2-4 colors even if they're all standing right on top of each other, if that was in portraits i wouldnt be able to see that. looking at the dota 2, i dont think its the right thing to do well I'm not gonna bother arguing with you any more but there is another game that does portraits and it doesn't cause the issue you are saying it does... period. so w/e For me personally at least, if HoN for example were to have a little hero icon for each player on the map, I would be so much more confused than just remembering who is what color each match. There's so many alt avatars and hero releases coming out constantly, I have a hard time figuring out wtf a lot of people are even on just the scoreboard, based on the icons. It's just a lot easier to remember colors each game, for me at least. | ||
Nspire
Canada43 Posts
August 14 2011 07:44 GMT
#29819
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AndyJay
Australia833 Posts
August 14 2011 07:45 GMT
#29820
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